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	<updated>2026-05-20T07:48:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bard_Abilities_Chart&amp;diff=568800</id>
		<title>Bard Abilities Chart</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bard_Abilities_Chart&amp;diff=568800"/>
		<updated>2021-10-10T09:52:06Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
This is a list of special [[Bard]] abilities.  Bardic &amp;quot;spells&amp;quot; are more properly called [[:Category:Bard Enchantes|Enchantes]].&lt;br /&gt;
&lt;br /&gt;
The following are bestowed upon joining the guild:&lt;br /&gt;
* Bardic Humming&lt;br /&gt;
* [[Bardic Mojo]]&lt;br /&gt;
* Basic [[Bardic Whistling]]&lt;br /&gt;
* [[Bardic scream|Scream Havoc]]&lt;br /&gt;
* [[Bardic scream|Scream Concussive]]&lt;br /&gt;
* [[Bluff]]&lt;br /&gt;
* [[Practice]] skills to improve performance abilities&lt;br /&gt;
* [[Rumor System|Rumor System]]&lt;br /&gt;
* [[Spell Scrolls]] (with {{skill|Arcana}} requirement)&lt;br /&gt;
* Spell Slot - see [[Magic#Slot_Progression|this page]] for all spell slot gains.&lt;br /&gt;
* [[Song Scrolls]]&lt;br /&gt;
&lt;br /&gt;
The following are obtained at various points throughout a bard&#039;s career.  General indicators are provided at the approximate circles in the list below.&lt;br /&gt;
* [[Bardic scream|Scream Defiance]]&lt;br /&gt;
* Advanced [[Bardic Whistling]]&lt;br /&gt;
* Advanced [[Throwing blades|Blade Throwing]]&lt;br /&gt;
* [[Ventriloquism]] with circle requirements&lt;br /&gt;
* [[Practice|Voice Range]] (with {{skill|Performance}} requirements)&lt;br /&gt;
* [[Segue ability]] (gained with 200 ranks in bardic lore)&lt;br /&gt;
&lt;br /&gt;
=Circle Based Abilities=&lt;br /&gt;
&lt;br /&gt;
===Learned Upon Joining the Guild===&lt;br /&gt;
* [[Bardic Screams|Scream Havoc]]&lt;br /&gt;
* [[Bardic Screams|Scream Concussive]]&lt;br /&gt;
* {{com|practice}} {{tt|breathing}}&lt;br /&gt;
&lt;br /&gt;
===Circle 5===&lt;br /&gt;
* [[Slip]] - Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
===Circle 10===&lt;br /&gt;
* [[Practice_command|Practice STRETCHING]]&lt;br /&gt;
** (I was PRACTICE STRETCHING by 8th circle at the latest, 10/10/21)&lt;br /&gt;
&lt;br /&gt;
===Circle 12===&lt;br /&gt;
* [[Bardic Whistling|Signal Whistle Tier 1]]&lt;br /&gt;
&lt;br /&gt;
===Circle 16===&lt;br /&gt;
* [[Recall command|Recall]] - Generally available around this circle&lt;br /&gt;
*: Requires 50 [[Scholarship_skill|Scholarship]], 15 [[Charisma]], and 12 [[Intelligence]]&lt;br /&gt;
&lt;br /&gt;
===Circle 17===&lt;br /&gt;
* [[Bardic Whistling|Signal Whistle Tier 2]]&lt;br /&gt;
&lt;br /&gt;
===Circle 18===&lt;br /&gt;
* [[Bardic Whistling|Piercing Whistle]]&lt;br /&gt;
&lt;br /&gt;
===Circle 20===&lt;br /&gt;
* [[Playact ability|PLAYACT]]&lt;br /&gt;
&lt;br /&gt;
===Circle 22===&lt;br /&gt;
* [[Bardic Whistling|Signal Whistle Tier 3]]&lt;br /&gt;
&lt;br /&gt;
===Circle 27===&lt;br /&gt;
* [[Bardic Whistling|Signal Whistle Tier 4]]&lt;br /&gt;
&lt;br /&gt;
===Circle 30===&lt;br /&gt;
* [[Practice|Practice Assessment]]. ASK [LEADER] FOR ASSESSMENT.&lt;br /&gt;
&lt;br /&gt;
===Circle 32===&lt;br /&gt;
* [[Bardic Whistling|Signal Whistle Tier 5]]&lt;br /&gt;
* [[Bardic Screams|Scream Defiance]]&lt;br /&gt;
&lt;br /&gt;
===Circle 40===&lt;br /&gt;
* Advanced Playact&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Spirit_Health&amp;diff=568796</id>
		<title>Spirit Health</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Spirit_Health&amp;diff=568796"/>
		<updated>2021-10-10T06:39:32Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spirit health&#039;&#039;&#039; is the strength of the animating force that sustains a mortal&#039;s body. It regenerates 4 percent of the full pool every minute. While the [[Auspice]] spell is &#039;&#039;the&#039;&#039; spirit health and regeneration booster, any spell or ability that boosts [[Charisma]], [[Discipline]], [[Wisdom]] or [[Intelligence]] will also indirectly boost spirit health while [[play]]ing a minuet or a harder song flawlessly on an instrument will provide a minuscule boost to regeneration.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
[[Image:Spirit formula.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
*Spirit health is directly related to the decaying ([[depart|auto-depart]]) times of dead people.&lt;br /&gt;
**More precisely, the time to auto-depart is 1/2 Spirit Health from above formula multiplied by % Current Spirit Health at time of death, with a minimum of (forgot, don&#039;t die to spirit deaths often).&lt;br /&gt;
&lt;br /&gt;
==Abilities that affect spirit health==&lt;br /&gt;
===Boost max spirit===&lt;br /&gt;
{{#ask:[[Boosts::Spirit health]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
===Heal spirit health===&lt;br /&gt;
{{#ask:[[Heal type::Spirit heal]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
===Boost spirit regeneration===&lt;br /&gt;
{{#ask:[[Boosts::Spirit health regeneration]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
===Debuff max spirit===&lt;br /&gt;
{{#ask:[[Debuffs::Spirit health]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
===Damage spirit health===&lt;br /&gt;
{{#ask:[[Damage type::Spirit damage]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
===Decrease spirit regeneration===&lt;br /&gt;
{{#ask:[[Debuffs::Spirit health regeneration]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spirit Health Levels==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Percentage&lt;br /&gt;
! Combat Message&lt;br /&gt;
! {{com|HEALTH}} Message&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;100%&lt;br /&gt;
| mighty&lt;br /&gt;
| mighty and unconquerable&lt;br /&gt;
|-&lt;br /&gt;
| 100%&lt;br /&gt;
| none&lt;br /&gt;
| full of life&lt;br /&gt;
|-&lt;br /&gt;
| 99%-90%&lt;br /&gt;
| shaky&lt;br /&gt;
| very strong&lt;br /&gt;
|-&lt;br /&gt;
| 89%-80%&lt;br /&gt;
| very shaky&lt;br /&gt;
| strong&lt;br /&gt;
|-&lt;br /&gt;
| 79%-70%&lt;br /&gt;
| weak&lt;br /&gt;
| wavering slightly&lt;br /&gt;
|-&lt;br /&gt;
| 69%-60%&lt;br /&gt;
| very weak&lt;br /&gt;
| rather shaky&lt;br /&gt;
|-&lt;br /&gt;
| 59%-50%&lt;br /&gt;
| drained&lt;br /&gt;
| weak&lt;br /&gt;
|-&lt;br /&gt;
| 49%-40%&lt;br /&gt;
| very drained&lt;br /&gt;
| very weak&lt;br /&gt;
|-&lt;br /&gt;
| 39%-30%&lt;br /&gt;
| cold&lt;br /&gt;
| extremely weak&lt;br /&gt;
|-&lt;br /&gt;
| 29%-20%&lt;br /&gt;
| very cold&lt;br /&gt;
| cold&lt;br /&gt;
|-&lt;br /&gt;
| 19%-10%&lt;br /&gt;
| empty&lt;br /&gt;
| empty&lt;br /&gt;
|-&lt;br /&gt;
| 9%-1%&lt;br /&gt;
| desolate&lt;br /&gt;
| lifeless&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1%&lt;br /&gt;
| nonexistent&lt;br /&gt;
| dead&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
{{cat|Statistics,Definitions}}&lt;br /&gt;
[[page type is::definition| ]]&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Forging_guide&amp;diff=568484</id>
		<title>Forging guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Forging_guide&amp;diff=568484"/>
		<updated>2021-10-05T20:31:29Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Added amount lost fluxing without refining technique&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
For those that don&#039;t know the difference between nuggets, bars, fragments, lumps, ingots or rocks of any size.&lt;br /&gt;
&lt;br /&gt;
{{tt|DIR FORGING SOCIETY}} will get you to the Forging Society building in the Crossing or in Riverhaven. In the society&#039;s room descriptions you will see bookstore, tools, supplies (all in different rooms); use {{tt|ORDER}} when you see these rooms.&lt;br /&gt;
&lt;br /&gt;
The forging craft consists of 3 disciplines: [[Blacksmithing_discipline|Blacksmithing]], [[Weaponsmithing_discipline|Weaponsmithing]], and [[Armorsmithing_discipline|Armorsmithing]]. &lt;br /&gt;
&lt;br /&gt;
==Required Tools, Instructions, and Materials==&lt;br /&gt;
&lt;br /&gt;
The bookstore room is where you buy a book of instructions. The apprentice book is cheapest and will get you to 200 ranks. You will then need to upgrade to a journeyman book which costs 15 plat. The journeyman book will train to 700 ranks. Note those skill levels are based on having no techniques in the three craft areas. The more techniques you get, the quicker you have to move up to a more expensive book. So buy the apprentice blacksmithing book first. If you want to later you can get the apprentice weaponsmithing book and the apprentice armorsmithing book. To start with I will show you how to smelt and refine and then how to make things in blacksmithing.&lt;br /&gt;
&lt;br /&gt;
All forging crafts require the following tools:&lt;br /&gt;
&lt;br /&gt;
* [[Bellows]]&lt;br /&gt;
* [[Forging hammer]]&lt;br /&gt;
* [[Forging oil]]&lt;br /&gt;
* [[Shovel]]&lt;br /&gt;
* [[Tongs]]&lt;br /&gt;
&lt;br /&gt;
Additional tools may be necessary for some tasks and will be noted:&lt;br /&gt;
* [[Aerated salts]]: Used to repair crucibles.&lt;br /&gt;
* [[Borax flux]]: Used in metal refining.&lt;br /&gt;
* [[Pliers]]: Used for crafting, lightening, and reinforcing metal armor and shields.&lt;br /&gt;
* [[Stirring rod]]: Used to smelt and refine metal ingots in a crucible.&lt;br /&gt;
* [[Wire brush]]: Used for metal item repair, as well balancing and honing weapons.&lt;br /&gt;
&lt;br /&gt;
All of these tools are available at the Forging Society, such as in the eastern room of the Crossing Forging Society. Use {{tt|ORDER}} to see a list and to place an order. Player made versions of many of these can be found at the shops in the Plaza, and are of higher quality. In addition, rarely there are some higher quality tools sold at festival shops.&lt;br /&gt;
&lt;br /&gt;
Last note about tools: brushes, flux, and oil have limited usage. They do run out, and you have to buy more. The salts get used up the moment you use them. {{tt|COUNT MY BRUSH}} will show you how many uses are left, same for oil or flux.&lt;br /&gt;
&lt;br /&gt;
Lastly, nuggets and ingots of material can also be purchased from the Society using {{tt|order}} in the right area. Other sources of material include [[Random creature drop|creature drops]], [[Locksmithing skill|boxes]] and [[mining]].&lt;br /&gt;
&lt;br /&gt;
==Smelting and Refining Walkthrough==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please do not choose any techniques yet and do NOT choose a hobby or a career yet. While techniques can be unlearned (at considerate expense), career and hobby choices are permanent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first goal is to get a basic set of tools from the Forging Society&#039;s equipment room using {{com|order}} and {{com|order}} {{tt|&amp;lt;#&amp;gt;}}. In the Crossing, this is located on the east side. Purchase a stirring rod, a shovel, and a set of bellows.&lt;br /&gt;
&lt;br /&gt;
Your second goal is to do something basic to train some forging. In the supplies room, if you type {{tt|ORDER}}, you will see items you can purchase. Order a huge bronze for 562 copper Kronars, this will yield 5 volume of bronze.&lt;br /&gt;
&lt;br /&gt;
Explore the rooms in the building and {{tt|TAP CRUCIBLE}}, {{tt|TAP ANVIL}}, {{tt|TAP FORGE}} and you will gradually see how things are arranged. In the Crossing Forging Society, there are four crucibles on the west side of the building. As only one person can use a crucible at a time, find a room that is empty or wait for one to become empty. Use common courtesy, if a room is occupied by someone try another room or wait for it to become empty before attempting to use the tools there.&lt;br /&gt;
&lt;br /&gt;
Next we will cover the manual steps for smelting and then refining any metal into an ingot usable for forging.&lt;br /&gt;
&lt;br /&gt;
===Smelting Metal===&lt;br /&gt;
&lt;br /&gt;
Smelting is simply the process of melting down the metal and forming it into an ingot. It is the starting point not only for blacksmithing items, but also for training weaponsmithing and armorsmithing. For now, this process teaches Forging up to about 75 ranks with standard metals.&lt;br /&gt;
&lt;br /&gt;
Begin by placing your bronze ingot into the crucible using {{com|PUT}} {{tt|MY INGOT IN CRUCIBLE}}. A crucible can hold up to 22 ingots/nuggets/etc or up to 210 volume, whichever comes first. In addition, it cannot hold more than eight different metal types. Metal nuggets are found in [[:Category:Crafting_materials#Metal_nugget_sizes|seven sizes]].&lt;br /&gt;
&lt;br /&gt;
With your stirring rod in hand, {{com|STIR}} {{tt|CRUCIBLE WITH MY ROD}} (you can use {{com|mix}} instead of {{com|stir}} as well), until a problem occurs. You can get a number of messages such as stirring works perfectly, but eventually you will receive one of the following messages:&lt;br /&gt;
&lt;br /&gt;
*If the metal starts forming lumps or cooling in places, {{com|TURN}} {{tt|CRUCIBLE WITH MY ROD}}.&lt;br /&gt;
*If the fire is unable to consume its fuel, hold a set of bellows and {{com|PUSH}} {{tt|MY BELLOWS}}.&lt;br /&gt;
*If the fire runs out of fuel, hold a shovel and {{com|PUSH}} {{tt|FUEL WITH MY SHOVEL}}.&lt;br /&gt;
&lt;br /&gt;
Once you have fixed the problem, return to {{com|STIR}}ring until either another problem occurs or the ingot is poured out.&lt;br /&gt;
&lt;br /&gt;
The basic theme is to keep stirring until you complete the product and have a cooled ingot in hand. This process is made easier by the [[Blacksmithing_techniques#Basic_Metal_Smelting|Basic Metal Smelting]] technique, though it is not required.&lt;br /&gt;
&lt;br /&gt;
===Refining Metal===&lt;br /&gt;
&lt;br /&gt;
The only difference between refining and smelting is that you {{com|POUR}} {{tt|MY FLUX INTO CRUCIBLE}} to start the process. From that point forward, either deal with a problem or stir the crucible with your rod just like you were smelting an ingot. Refining only works on a single ingot.&lt;br /&gt;
&lt;br /&gt;
The purpose of refining is to raise the quality (sometimes called purity) of the metal, but has the side effect of reducing the volume by 50%. If you possess the Proficient Refining Technique, the reduction is instead 20% or less (see [[#Refining|Advanced Refining]] for a more thorough discussion).&lt;br /&gt;
&lt;br /&gt;
The higher quality of an ingot, the easier it is (less skill needed) to masterfully-craft an item with it. Generally, if a metal ingot is not at least 70 quality, you cannot create a masterfully-crafted item from it. There are three techniques you can get that allow you to better work with non 99 quality ingots in each Forging discipline ([[Blacksmithing_techniques#Master_Metallurgy|Master Metallurgy]], [[Armorsmithing_techniques#Miscellaneous|Armorcraft Metallurgy]], and [[Weaponsmithing_Techniques#Weaponcraft|Weaponcraft Metallurgy]]).&lt;br /&gt;
&lt;br /&gt;
==Crafting Deeds==&lt;br /&gt;
At this point you may wish to stop. You don&#039;t want to carry around a huge chunk of metal all day. This is where deeds and deed registers come in.&lt;br /&gt;
&lt;br /&gt;
First, you will need a deed packet. This packet is found in the room where you purchased your metal from. Use {{tt|order}} and you will see they are numbers 13, 14, 15. The small packet has 10 forms, the packet has 50, and the large packet has 100. For now get the small deed packet that is number 13.&lt;br /&gt;
&lt;br /&gt;
Secondly, look for a clerk in the building. In the Crossing Forging Society building he is in the eastern section by the crate. {{tt|Ask clerk for register}}. He will give you a register that you can put deeds in (up to 50). Note you can only have one deed register, asking for a second just gives you a copy of the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not do the following, unless you are ready to stop, as it takes ten minutes for deeds to become redeemable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deed packet works so that if you have your ingot in one hand and the packet in the other and use {{tt|PUSH MY INGOT WITH MY PACKET}}, then you have deeded the ingot. Then put the packet away and get the register out.&lt;br /&gt;
&lt;br /&gt;
To then store the deed, {{tt|turn register to page}} &#039;&#039;&amp;lt;#&amp;gt;&#039;&#039; to set the register to the page you wish to store it on, and {{tt|PUT DEED IN MY REGISTER}}. You can also {{tt|turn register to contents}} then {{tt|READ MY REGISTER}} to see what you have. To get the deed out of the register, you {{tt|TURN REGISTER to}} the right page number, then {{tt|tap}}/{{tt|PULL MY REGISTER}}. This will put the deed in your hand. Put the register away. Then {{tt|TAP MY DEED}}, and you should have an ingot in your hand ready to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point you can read about advanced smelting and refining or continue on to the [[#Forging Walkthrough|Forging Walkthrough]].&lt;br /&gt;
&lt;br /&gt;
==Advanced Smelting and Refining==&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
Smelting doesn&#039;t just involve collecting the same ingot types into a larger ingot. It also allows combining of different metals. When smelting multiple items, there are a couple important things to know. These are as follows:&lt;br /&gt;
&lt;br /&gt;
{{tt|COUNT CRUCIBLE}} can be used to see the materials inside the crucible in a more coherent manner.&lt;br /&gt;
&lt;br /&gt;
There are metals which can only be formed from the combination of metals. We&#039;ve already encountered bronze, which is a 1:4 mixture of tin to copper, but there are several others, including steel. When a mixture of several metals is mixed, before any other actions occur, these combination metals will attempt to form. Brass (zinc and copper) will take precedence over bronze, and bronze will take precedence over pewter (tin and lead), if multiple alloys are possible. Steel will not form if anything other than iron and charcoal is in the crucible. Once a combination material is made, it cannot be directly altered. For example, mixing low carbon steel (1 coal to 1 iron) with coal will never change it to high carbon steel (3 coal to 1 iron) or even medium carbon steel (2 coal to 1 iron).&lt;br /&gt;
&lt;br /&gt;
Once that has finished, the stats of the resulting metal will be affected depending on which of two ways the metals combine.&lt;br /&gt;
&lt;br /&gt;
If there is one component that composes 67% of the volume or more, then the base stats will be of that material, and the remaining material will only affect the density. Otherwise, stats will be in the form of [(&amp;lt;material 1 stat&amp;gt; * &amp;lt;material 1 volume&amp;gt;)+(&amp;lt;material 2 stat&amp;gt; * &amp;lt;material 2 volume&amp;gt; )+......+(&amp;lt;material 8 stat&amp;gt; * &amp;lt;material 8 volume&amp;gt;)] / &amp;lt;total volume&amp;gt;, i.e. an average weighted by volume.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
Previously, we said that refining will cost either half or 20% of the volume of the material. In truth, it&#039;s better to say that you will lose either 1 out of 2 or fraction of 2, or 1 out of 5 or fraction of 5. For example, if you have 5 volumes and the technique, you&#039;ll lose 1 volume, but if you have 6 volumes and the technique you&#039;ll lose 2 volumes, since that sixth volume is part of another five.&lt;br /&gt;
&lt;br /&gt;
The quality of the metal is very important. If you have a high quality metal you tend to lose a lot less of the metal in the refining process. The table below shows the results.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ How Purity Affect the Volume Lost&lt;br /&gt;
|-&lt;br /&gt;
!Starting Quality!!Amount Lost&amp;lt;br /&amp;gt;Without Technique!!Amount Lost&amp;lt;br /&amp;gt;With Technique&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;71||50%||20%&lt;br /&gt;
|-&lt;br /&gt;
|71-80||50%||12%&lt;br /&gt;
|-&lt;br /&gt;
|81-90||40%||8%&lt;br /&gt;
|-&lt;br /&gt;
|91+||20%||5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What does this mean? It means the closer to having 99 quality metal, the less metal you lose.&lt;br /&gt;
&lt;br /&gt;
===Reclaiming Metal===&lt;br /&gt;
&lt;br /&gt;
Reclaiming is simply the act of melting down a finished product that either you or someone else has forged. Note that only fully finished items can be reclaimed, and the resulting volume will be reduced in the same way as refining, either 1 out of 2 or 1 out of 5. The process is made easier by knowledge of the Expert Metal Reclamation Technique.&lt;br /&gt;
&lt;br /&gt;
==Forging Walkthrough==&lt;br /&gt;
&lt;br /&gt;
The basic processes of forging work the same in blacksmithing as it does in weaponsmithing or armorsmithing. The only difference is most items in armorsmithing take a great deal of volume to make, and you might have to add a part to the item, like a short pole, long pole, handle, hilt, etc.&lt;br /&gt;
&lt;br /&gt;
===General Tips and Advice===&lt;br /&gt;
&lt;br /&gt;
* If at any time you aren&#039;t sure what to do next, try to {{com|analyze}} the item you are forging. It can also be used to determine certain basic properties of a crafted item. How much you learn about the item through analyzing is dependent on your [[Forging skill]] and known techniques such as Master Metallurgy.&lt;br /&gt;
* For more specific information about an item, {{com|appraise}} {{tt|&amp;lt;item&amp;gt; carefully}} to learn you how its inherent properties compare on the [[Trader&#039;s Scale]] (this requires sufficient [[Appraisal skill]]).&lt;br /&gt;
&lt;br /&gt;
===Forging Items===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s continue on with the process of making something from the metal you refined.&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve purchased a blacksmithing book from the book store (remember to use {{tt|order}}). In addition, beyond the tools needed for smelting, you will need a set of tongs, a forging hammer (usually a something-peen hammer), and some crafting oil.&lt;br /&gt;
&lt;br /&gt;
When you open the blacksmithing book, {{tt|TURN BLACKSMITHING BOOK TO INDEX}} and you will find at least six chapters. Each chapter is dedicated to specific tools and items. Chapter 1 is Smelting and Other Knowledge which will repeat much of what was learned in the smelting walkthrough, chapter 2 is Forging Tools, chapter 3 is Engineering Tools, chapter 4 is Outfitting Tools, chapter 5 is Alchemy Tools, and chapter 6 is Forged Item Design.&lt;br /&gt;
&lt;br /&gt;
At 0 skill up through around 25 ranks, about all you can do are items that are extremely easy in difficulty. Right now the only extremely easy items to make are in chapter 6. They are the shallow cup and the slender rod. So {{tt|TURN BLACKSMITHING BOOK TO CHAPTER 6}} and {{tt|READ MY BOOK}}, which will show you the chapter index. Then {{tt|TURN BLACKSMITHING BOOK TO PAGE}} &#039;&#039;&amp;lt;whatever the cup is on&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When ever something changes in forging items or there is a game crash, the page numbers change, so you always have to check the chapter and find what page the item you want to make is on. Do not try to just guess or you may end up making the wrong item.&lt;br /&gt;
&lt;br /&gt;
When you read the book, it tells you a variety of useful information, such as how much metal is required, which techniques covers the item, and any additional pieces besides metal that are needed.&lt;br /&gt;
&lt;br /&gt;
For your first item to make you&#039;re going to forge your bronze ingot into a shallow bronze cup. The cup takes 1 volume of the metal ingot to make so your 2 or even 4 volume ingot is big enough to make at least 2 to 4 cups.&lt;br /&gt;
&lt;br /&gt;
Keep in mind bronze is a heavy metal. The weight is about 6 stones per volume, which is known as it&#039;s density. That means the 1 volume cup will weigh in right at 6 stones. Check the [[:Category:Crafting materials#Common Metals 2|crafting materials document]], and you will see the density of bronze is 6.2. That means if you used 5 volume to make an item, it would weight in at 5 times 6.2 or 31 stones, which is pretty heavy. But bronze also happens to be really easy to work (workability of 70, in a system where higher numbers are easier to work). So for this cup we are trading weight for workability. You want to actually make a decent cup here so we use a heavy bronze.&lt;br /&gt;
&lt;br /&gt;
In the Forging Society buildings, the anvil and forge are usually in a different room from where the crucible is located. In the Crossing, the crucibles are on the west side of the building, and the anvils are beyond arches in the south end of the building. What I did is went through each room and did {{tt|TAP ANVIL}} until I got used to where they were in the different Forging Society buildings. Find an anvil where no one is in the room, and you can begin the shaping process.&lt;br /&gt;
&lt;br /&gt;
# {{tt|PUT MY INGOT ON ANVIL}}.&lt;br /&gt;
# Get the blacksmithing book out. It should already be turned to the right page; if not {{tt|TURN}} it to the right page. Then {{tt|STUDY MY BOOK}}. That will study the book in order to make the shallow cup. Then put the blacksmithing book back in your container.&lt;br /&gt;
# Then get your forging hammer out (usually a diagonal-peen hammer or ball-peen hammer) and your tongs.&lt;br /&gt;
# {{tt|POUND INGOT WITH HAMMER}}. This step will start the process off and if your ingot is too big the remaining part of it will be put in your main {{com|stow}} container.&lt;br /&gt;
# Step four can produce a problem message, and each step after can produce a problem message. The messages, along with what you need to do if that message happens, are:&lt;br /&gt;
:*The fire is unable to consume its fuel - if this happens get out your bellows and {{tt|PUSH MY BELLOWS}}. Then put the bellows up, get your tongs, and {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
:*The fire runs out of fuel - Get shovel and {{tt|PUSH FUEL WITH SHOVEL}}, then put the shovel up and {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
:*The item needs straightening or detailing - {{tt|TURN CUP WITH TONGS}} then continue to {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
# When the item is finished being shaped {{tt|PUSH TUB}} which will cool it.&lt;br /&gt;
## At this point, some items require additional pieces, such as a handle for a shovel, or a hilt for a sword, and it will tell you. All of these items can be purchased from the crate in the room where you purchased your tools. To combine a piece with its component, use {{tt|ASSEMBLE}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|WITH}} &#039;&#039;&amp;lt;component&amp;gt;&#039;&#039;.&lt;br /&gt;
# The final step is to {{tt|POUR OIL ON CUP}} to finish it off. Thus you will have completed your shallow bronze cup.&lt;br /&gt;
&lt;br /&gt;
Each item in the book is created the same way. The difference is you can only do the ones you have the skill for or in some cases the one just above that level. Please don&#039;t try to start out with steel on your first item; you won&#039;t have the skill to create an item masterfully with steel yet.&lt;br /&gt;
&lt;br /&gt;
===Forging Differences for Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Weapons have an additional step once the hilt or other pieces are combined, and that is grinding. To do this, find a grindstone inside the society, in the Crossing society they are north and south of the clerk, and in the Riverhaven society they are in the same room as your anvil.&lt;br /&gt;
&lt;br /&gt;
To use a grind stone, first {{tt|turn grindstone}} until it is going fast, then {{tt|push grindstone with}} &#039;&#039;&amp;lt;weapon&amp;gt;&#039;&#039;. After that, pour the oil on as with the blacksmithing items, and you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
For armor, you will need to purchase a set of pliers. Rather than using a grindstone, the various pieces of armor must be woven together by using {{tt|pull}} &#039;&#039;&amp;lt;armor&amp;gt;&#039;&#039; {{tt|with my pliers}}. This may take multiple steps of pulling, each with a variety of messaging, but continue to pull. In addition, during these pulls, you may need to {{tt|assemble}} additional pieces, but this is normal.&lt;br /&gt;
&lt;br /&gt;
At this point you&#039;ve completed all the basic steps you will need to do workorders. The following sections are more advanced subjects and specialist processes.&lt;br /&gt;
&lt;br /&gt;
==Advanced Forging==&lt;br /&gt;
&lt;br /&gt;
This section is for those who have mastered basic forging and smelting and want more information on advanced topics.&lt;br /&gt;
&lt;br /&gt;
===Tempering===&lt;br /&gt;
&lt;br /&gt;
Tempering is the act of reheating a metal item in such a way as that it becomes more durable. This is unlike standard forging in several ways, both conceptual and practical. First, it &#039;&#039;&#039;requires&#039;&#039;&#039; that a specific technique is known or else it cannot be done at any amount of skill. While blacksmithing only has one tempering technique, both armorsmithing and weaponsmithing have two tempering techniques, one which covers normal every-day metals, and one that covers the high end rare metals.&lt;br /&gt;
&lt;br /&gt;
Tempering is immensely useful, especially when making things from fragile materials, but it is absolutely NOT necessary when doing work orders.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll use blacksmithing as an example of how to temper, but the steps are mostly the same for all three disciplines. Please note to get Tool Tempering you need to already know the following techniques in blacksmithing: Basic Metal Smelting, Basic Tool Repair, and Advanced Tool Repair.&lt;br /&gt;
&lt;br /&gt;
# Find an empty room with an anvil, since forges are always found in the same rooms as anvils.&lt;br /&gt;
# First get tongs, make sure you have the item to temper.&lt;br /&gt;
# {{tt|Put}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|on forge}} twice to start the process.&lt;br /&gt;
# {{tt|Turn}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|on forge with my tongs}}.&lt;br /&gt;
: Each time you turn the item with the tongs, you may get one of a number of problem messages that require action to resolve. If you don&#039;t get one of these messages you continue to {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|WITH MY TONGS}}. These messages are as follows and how to respond to them.&lt;br /&gt;
* As you finish the fire flickers and is unable to consume its fuel: Get the bellows out and {{tt|PUSH MY BELLOWS}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* As you finish working the fire dims and produces less heat from ..: Get the bellows out and {{tt|PUSH MY BELLOWS}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* fire dies down and needs more fuel: Get the shovel out and {{tt|PUSH FUEL WITH MY SHOVEL}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* fire dies down and appears to need some more fuel: Get the shovel out and {{tt|PUSH FUEL WITH MY SHOVEL}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* needs to be cleaned of the clay by pouring oil on it: See below.&lt;br /&gt;
* metal looks to be in need of some oil to preserve: This is the final step, so pick up the item, get the oil, and {{tt|POUR OIL ON MY}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Advanced Weaponsmithing===&lt;br /&gt;
====Honing Weapons====&lt;br /&gt;
&lt;br /&gt;
Honing requires a grindstone, a wire brush, and some oil.&lt;br /&gt;
&lt;br /&gt;
Honing a finished weapon will reduce its weight by 8% (round up), but will not drop the weapon down below its 3-density equivalent, or by more than five stones. This means if your weapon is already at 3 stones per volume there is not much reason to hone it. For each stone of weight removed, one point of impact is lost (point, not category).&lt;br /&gt;
&lt;br /&gt;
# Begin by {{tt|STUDY}}ing the appropriate page in your weaponsmithing book (chapter 10 and the metal weapon honing page).&lt;br /&gt;
# Next {{tt|TURN GRINDSTONE}} until it is up to speed (note you usually have to turn it up to 3 times to get it up to speed).&lt;br /&gt;
# Next {{tt|PUSH GRINDSTONE WITH}} &#039;&#039;&amp;lt;weapon&amp;gt;&#039;&#039;.&lt;br /&gt;
## Periodically, you may be required to remove the metal shavings by {{tt|RUB}}bing the weapon with a wire brush. You will see the message when it needs to happen.&lt;br /&gt;
# When finished, another layer of oil &lt;br /&gt;
&lt;br /&gt;
====Balancing Weapons====&lt;br /&gt;
&lt;br /&gt;
Balancing will increase a weapon&#039;s balance at the expense of suitability/power.&lt;br /&gt;
&lt;br /&gt;
The process for balancing is identical to that of honing, only starting with the balancing page.&lt;br /&gt;
&lt;br /&gt;
===Advanced Armorsmithing===&lt;br /&gt;
With techniques, and armorsmith can temper armor, and either lighten or reinforce it. Lightening and Reinforcing are mutually exclusive processes. Once one is done to a piece of armor, the other cannot be performed.&lt;br /&gt;
&lt;br /&gt;
Making a mistake during advanced armorsmithing processes is much more forgiving than during the initial crafting. Failing to successfully temper, lighten, or reinforce armor will reduce the condition of the piece to its minimum. However, the quality of the crafted item is not affected. If you do not have enough skill to succeed or make a mistake during the process, just have the armor repaired at a metal repair shop. You can then either try again, or have someone else do it if you do not have the necessary techniques or skill.&lt;br /&gt;
&lt;br /&gt;
====Tempering Armor====&lt;br /&gt;
Tempering armor increases the durability of the armor without any change to protection, hindrance, or weight.&lt;br /&gt;
&lt;br /&gt;
Tempering armor requires one of two special techniques: Metal Armor Tempering (a very easy template), and Rare-Metal Armor Tempering (a simple template). These techniques only enable you to temper common or rare metal armor. They do not make tempering armor easier like other armorsmithing techniques. While you may be able make to masterfully-crafted rare metal armor, you may not be able to temper it until you are close to 300 Forging.&lt;br /&gt;
&lt;br /&gt;
For the steps to temper a piece of armor, see [[Forging_guide#Tempering|Tempering]] above.&lt;br /&gt;
&lt;br /&gt;
====Lightening Armor====&lt;br /&gt;
Lightening armor reduces the weight of the item by 10% without any change to protection or hindrance. You will need to know the Metal Armor Lightening technique to lighten armor.&lt;br /&gt;
&lt;br /&gt;
Lightening armor is an extremely easy template. This technique does not make lightening armor easier.&lt;br /&gt;
&lt;br /&gt;
The weight calculation is done with integer math. As an example, if your item weighs 12 stone then 12 x 90% = 10.8. Forget about any value after the decimal point, so your lightened armor will weigh 10 stones.&lt;br /&gt;
&lt;br /&gt;
# Begin by {{com|study}}ing the instructions in your armorsmithing book (chapter 5)&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|turn}} {{tt|grindstone}} three times, until it is spinning fast&lt;br /&gt;
# {{com|push}} {{tt|grindstone with &amp;lt;armor&amp;gt;}}&lt;br /&gt;
# Repeat steps 4 and 5 until you see the armor needs reassembly with the hammer&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pour}} {{tt|oil on &amp;lt;armor&amp;gt;}} to finish&lt;br /&gt;
&lt;br /&gt;
====Reinforcing Armor====&lt;br /&gt;
Reinforcement results in a protection increase, at the expense of weight (a 20% increase) and a small amount of hindrance. Absorption is unchanged by reinforcing. The weight increase is calculated with integer math (drop any decimal place).&lt;br /&gt;
&lt;br /&gt;
The process for reinforcing armor is almost identical to lightening armor, with the addition of adding leather strips.&lt;br /&gt;
&lt;br /&gt;
# Begin by {{com|study}}ing the instructions in your armorsmithing book (chapter 5)&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|turn}} {{tt|grindstone}} three times, until it is spinning fast&lt;br /&gt;
# {{com|push}} {{tt|grindstone with &amp;lt;armor&amp;gt;}}&lt;br /&gt;
# Repeat steps 4 and 5 until you see the armor needs reassembly with the hammer&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|assemble}} {{tt|&amp;lt;armor&amp;gt; with strips}} using leather strips sold in the Forging Society&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pour}} {{tt|oil on &amp;lt;armor&amp;gt;}} to finish&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Processess===&lt;br /&gt;
&lt;br /&gt;
====Repairing====&lt;br /&gt;
Just like armor and weapons, tools degrade with use. Unless you wish to repair them yourself, you will need to take the tools to the Engineering Society building ({{tt|DIR ENGINEERING SOCIETY}}) and then you go building, go west. The NPC you find there will repair tools.&lt;br /&gt;
&lt;br /&gt;
All metal tools, armor, weapons, and shields, as well as a few stone tools, can be repaired in the field.&lt;br /&gt;
&lt;br /&gt;
While the process is simple, lack of sufficient Forging skill can result in additional damage, rather than repair. You will need a wire brush and crafting oil, both purchasable from the Forging Societies.&lt;br /&gt;
&lt;br /&gt;
First {{com|Rub}}, {{com|Scrape}} or {{com|Clean}} the item with a wire brush, and then {{com|Pour}} oil on it.&lt;br /&gt;
&lt;br /&gt;
The process is simple, but without the appropriate repair techs, it can be a very time consuming process.&lt;br /&gt;
&lt;br /&gt;
====Appearances and Cleaning Cloths====&lt;br /&gt;
&lt;br /&gt;
{{tt|RUB}}ing a weapon, armor, shield, or tool with a cleaning cloth will allow you to bring out different aspects. This also works on armor.&lt;br /&gt;
&lt;br /&gt;
Using weapons as an example:&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a tempered &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a tempered &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a &amp;lt;mod&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a &amp;lt;mod&amp;gt; &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a &amp;lt;weapon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, &amp;lt;mod&amp;gt; means either &amp;quot;honed&amp;quot; or &amp;quot;balanced,&amp;quot; and the blade/head/design/finish depends on weapon type and mod.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This part explains some information about techniques and metal properties and how to use them.&lt;br /&gt;
&lt;br /&gt;
What do techniques really do? Most of them allow you to make items sooner than you normally would based on skill. Even at the highest levels of skill, some items are just too difficult to make in difficult metals without them. This means you can do most things in most crafts without any techniques at all, but certain things will effectively require the techniques.&lt;br /&gt;
&lt;br /&gt;
Technique slots are gained based on skill, with additional ones gained due to Career, Hobby, or Guild choices. Consult the chart to the right to see at which ranks in skill a slot is received.&lt;br /&gt;
&lt;br /&gt;
As shown, at the time a normal slot is received, if the person has a career, hobby, or is of the right guild, an addition slot in that area may be awarded.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Learning Techniques===&lt;br /&gt;
The syntax for learning a new technique is: ask &amp;lt;NPC&amp;gt; about LEARN &amp;lt;technique&amp;gt;&lt;br /&gt;
===Careers and Hobbies===&lt;br /&gt;
&lt;br /&gt;
Careers and hobbies are much like picking a guild, in that once you choose them, there is no going back. &#039;&#039;&#039;However, unlike guilds, there is no necessity to pick them right away.&#039;&#039;&#039; It is perfectly possible to experience the lower levels of a craft without having a hobby or career in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is HIGHLY advised that no career or hobby be chosen until there is certainty. There is no going back.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to granting you bonus technique slots, they give a skill bonus to the making of items within that discipline.&lt;br /&gt;
&lt;br /&gt;
It should be noted that careers and hobbies are picked from the discipline level, rather than the skill level, which means that you cannot take a hobby in forging, it must be in &lt;br /&gt;
&lt;br /&gt;
===Repairing Techniques===&lt;br /&gt;
&lt;br /&gt;
Each of the three disciplines of forging have their own repair techniques. The various techniques will reduce the RT of the repair, increase how much damage is repaired with each action, and finally make your piece of equipment immune to damage for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Tempering===&lt;br /&gt;
&lt;br /&gt;
In addition, each discipline has tempering techniques that are needed to harden the items made so they are more durable. Without the tempering techniques you can&#039;t make a sword or armor or tool more durable. They still work, but they will become damaged sooner than those that have been hardened by the tempering.&lt;br /&gt;
&lt;br /&gt;
In blacksmithing, there is one technique for tempering and it will allow you to temper any metal. But in weaponsmithing and armorsmithing you need separate techniques, one for common and one for rare metals.&lt;br /&gt;
&lt;br /&gt;
===Weapon Enhancements===&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing has two techniques that help you modify weapons called honing (Reduces weight without reducing the puncture and slice of an item), and Balancing (used to improve a weapon for high agility rather than strength). You can&#039;t change how the weapons you make perform unless you have those techniques. It requires 200 ranks of forging to balance (and likely hone) a weapon successfully, at which point, contrary to what the weaponsmithing book states, all weapons may be successfully enhanced.&lt;br /&gt;
&lt;br /&gt;
===Armor Enhancements===&lt;br /&gt;
&lt;br /&gt;
In armorsmithing there are two techniques, one for lightening and one for reinforcing. You can&#039;t modify armor from the basic set without those two techniques. Any other techniques in those three areas will only help you do something a little bit before you have the skill to actually do them. So these techniques are vital for those areas.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing Techniques===&lt;br /&gt;
&lt;br /&gt;
Now in blacksmithing techniques, there is one that is especially nice to have.&lt;br /&gt;
&lt;br /&gt;
The Master Metallurgy technique allows you to see the metal composition of ingots and forged items such as tools, weapons and armor given enough skill. This means you can look at the items and figure out what metal was used in making it. Or if you made something and you forgot what you did, you can at least see the metal make up of the ingot used to create the item. To do so, simply hold the ingot/item and analyze it, and you&#039;ll get a description back like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The metal appears to be composed of: 2.25% brass, 75.24% bronze, 3.98% high carbon steel, 0.04% oravir, 0.10% gold, 0.00% lead, 6.12% medium carbon steel, and 12.23% silver.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the Maker Mark Design technique allows you to make marks that you can use to stamp the item as yours. Without that technique (and it takes 2 other techniques to get it), you cannot make marks at all, though you can have someone else make a mark for you to use, if they have the techniques.&lt;br /&gt;
&lt;br /&gt;
===Technique Combinations===&lt;br /&gt;
&lt;br /&gt;
You can work every craft even without careers and hobbies, but you will only gain techniques from your skill, and right now that means a max of 13 techniques by the time you hit 1200 ranks. Most of the techniques you will pick up in the first 300 ranks (8 techniques). This means you need to concentrate on limited areas in the other crafts for the limited techniques you can gain.&lt;br /&gt;
&lt;br /&gt;
I have seen folks work skill in forging simply to get all the repair techniques in each part of forging (4 techniques in blacksmithing, 3 in weaponsmithing, 3 in armorsmithing), that means to repair all the items that can be made in forging took 10 techniques. Those folks then tend to spread the other 5 techniques as they can grow where they want to concentrate. For instance, putting the last 5 techniques in weaponsmithing or armorsmithing or blacksmithing.&lt;br /&gt;
&lt;br /&gt;
I have seen others get the tool repair techniques in blacksmithing (4), the tempering and special needed techniques in both weaponsmithing and armorsmithing (4 each) for 12 techniques and get the tempering technique in blacksmithing.&lt;br /&gt;
&lt;br /&gt;
I have also seen folks go for just one area but get the tool repair techniques in blacksmithing and then put everything else in either armorsmithing or weaponsmithing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The good thing about this is if you change your mind you can unlearn techniques, but you can&#039;t change a career or hobby. So if you decide you want to modify things and go for one part of the forging area, put all 13 techniques into weaponsmithing. Or get 4 in blacksmithing to repair tools and 9 in armorsmithing then you can do that. Just don&#039;t choose careers and hobbies until you are absolutely sure what you want to do.&lt;br /&gt;
&lt;br /&gt;
==Metallurgy==&lt;br /&gt;
&lt;br /&gt;
===Workability===&lt;br /&gt;
&lt;br /&gt;
The last part of this is making items. To make items you need to know certain things about metals. The higher the workability of the metal the easier it is to make the item you&#039;re trying to make masterfully. So, on the [[:Category:Crafting materials|crafting materials page]], you see the properties for all normal and rare metals. Notice almost all rare metals have a really low workability. Thus you need more skill to use them. There are a couple exceptions, however, such as darkstone. For that reason you will see many folks using tools or weapons made from darkstone.&lt;br /&gt;
&lt;br /&gt;
===Mixing Metals to Adjust Density/Weight===&lt;br /&gt;
&lt;br /&gt;
There are two types of metal mixing. If you have at least 67% of one metal you end up with that metal with all its properties only modified by density. The second type is called alloys. You get alloys when no metal makes up at least 67% of the metal.&lt;br /&gt;
&lt;br /&gt;
When mixing metals for weight, it is important to know the lower and upper limits for density:&lt;br /&gt;
&lt;br /&gt;
* No item can be crafted from an ingot below 3.0 density. No item can be crafted from metal below 3.0 density. Any ingot that is not at least this minimum density will shatter when struck with the hammer. You can get the pieces and smelt them back into an ingot but you won&#039;t be able to make the item.&lt;br /&gt;
&lt;br /&gt;
* Weapon templates &amp;quot;cap&amp;quot; at 7.5 density. Any weapon made from metal with more than 7.5 density will have the same stats as it it were crafted from an ingot at 7.5 density but will have more weight. This means that weapons made from metals at higher than 7.5 density will increase in weight, but the damage will not be any better. Beware of haralun mixed with platinum!&lt;br /&gt;
&lt;br /&gt;
* Armor, on the other hand, will improve beyond 7.5 density. The effects can be seen making 7.5 density quelium chain vs 7.794 density quelium. Absorbs for 7.5 are &amp;quot;very great&amp;quot; (12/18) vs &amp;quot;extreme&amp;quot; (13/18) on the 7.794 density.&lt;br /&gt;
&lt;br /&gt;
Now why is that important?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to make a tool for forging like tongs. First, check the blacksmithing book under forging tools chapter 2. You will find the first tongs you can make are straight metal-type tongs using 10 volume of metal, and they are simple difficulty (200 skill to make with no techniques or maybe 150 skill with certain techniques).&lt;br /&gt;
&lt;br /&gt;
In addition, the books says high resistance to fire and light are key to the best tongs. Covellite is a very light and heat resistant normal metal making it ideal for tongs, but its density is 2.0. That means you have to mix it with another metal to raise the density so it hits at least 3.0. So covellite is the most heat-resistant metal, but it&#039;s only 2.0 density. So we must make it heavier but leave enough covellite so that we are only changing the weight, not the underlying properties of the metal. Any metal ingot that is at least 67% of one metal remains that metal with all its properties. So we want to create a an ingot that is 10 volume, consisting of at least 67% covellite, and with at least 3.0 density. So we want a 10 volume x 3.0 density = 30 stone weight ingot. One simple way of achieving this is to add up the weight of individual volumes of metal until we get to the weight we want. Since we know we need at least 67% covellite, we must use at least 6.7 volume of covellite in our ingot (more is ok too). One solution is to use 8 volume of covellite (80%) and 2 volume of copper (20%). The weight of the covellite will be 2.0 density x 8 volume = 16 stone. The weight of the copper will be 7.0 density x 2 volume = 14 stone. Adding the weight and volumes of the two together, we get a 30 stone ingot with 10 volume, or 30 / 10 = 3.0 density. This mix will be perfect for our set of straight tongs.&lt;br /&gt;
&lt;br /&gt;
Many items such as weapons can benefit from being heavier or lighter. Right now my primary means of making a metal lighter is to make it with 70% of the main metal (bronze, steel, etc.), and 30% of oravir which has 1.0 density. If I want the weapon heavier like blunts for instance I would use 70% of the main metal and 30% of gold or platinum to add weight to the item. The key is getting the right mix with the right results.&lt;br /&gt;
&lt;br /&gt;
One application of mixing metals is making armor from mixed covellite. With a bit of research, you will find that a full suit of chain armor can be made with 73 volume of metal (using a ring mask, ring cap, ring greaves, ring tasset, ring sleeves, and ring mantle). This full suit of armor in covellite weighs 73 x 3.0 density = 219 stones. Each piece can then be further lightened by the armorsmith another 10% to bring the total weight down to just 194 stones. By comparison this is less total weight than most bone, cloth or leather light armor suits. This chain armor would be perfect for many new adventurers coming into the lands to reduce weight on them for hunting.&lt;br /&gt;
&lt;br /&gt;
===Mixing Metals to Create Alloys===&lt;br /&gt;
&lt;br /&gt;
Alloys occur when no metal in an ingot makes up at least 67% of the composition. Alloys do allow you to adjust a metal&#039;s properties. This means you can change all seven properties of the metal. Stats will calculated be in the form of (&amp;lt;material 1 stat&amp;gt; x &amp;lt;material 1 volume&amp;gt; + &amp;lt;material 2 stat&amp;gt; x &amp;lt;material 2 volume&amp;gt;) / &amp;lt;total volume&amp;gt;, i.e. an average weighted by volume.&lt;br /&gt;
&lt;br /&gt;
What can you do with an alloy? Glad you asked! Lets say you have glaes rare metal (workability 10), and you have darkstone rare metal (workability 75). You do not have the skill yet to actually make anything from glaes because of its low workability number. So you mix 5 volume of glaes with 5 volume of darkstone. What do you end up with? You end up with a glaes alloy or darkstone alloy ingot that has 10 volume and a workability of 42.5 (75 x 5 = 375, 10 x 5 = 50, 375 + 50 = 425, and 425 / 10 = 42.5). So you have turned a metal into something you might actually be able to work into something even though you did change all the metal&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
You probably don&#039;t actually want to mix glaes with darkstone, but metal alloys do have applications elsewhere. It has been discovered that an alloy of 60% high carbon steel and 40% low carbon steel will usually make armor that performs identically to armor made out of 100% high carbon steel. Why is this important? Well, the steel alloy has a durability of 47 (high carbon steel has a durability of just 25) so the end product ends up being almost twice as durable with the same hindrance, protection, and absorption.&lt;br /&gt;
&lt;br /&gt;
===Advanced Metallurgy===&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve mastered mixing ingots to 67% by mixing 67 volumes of steel with 33 volume of platinum. But, it&#039;s not often you find yourself in possession of 67 volumes of rare metals such as glaes. How do you get that perfect 67/33 mix with less than 67 volume?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say we want to make a glaes light throwing axe (6 volume) that weighs only 18 stone. To make this we need 6 volume x 67% = 4.02 volume of glaes. When calculating how many volumes you will actually need, always round up to the next whole number (we will need 5 volume of glaes to make this axe). But how do you go from 5 to 4.02 volumes of glaes? The answer is by doing multiple mixes, you can hit your exact target number. In this example we will be combining 5 volume of glaes with 14 volume of oravir to create a 6 volume glaes ingot comprised of 67% glaes, 33% oravir.&lt;br /&gt;
&lt;br /&gt;
Start by cutting off 1 volume of glaes and mixing it with 1 volume of oravir. This leaves us with an alloy of 2 volume of 50% glaes and 50% oravir. Next, we cut off 1 volume of the 50/50 mix and mix with 4 more volume of oravir. We now have 5 volume of 10% glaes and 90% oravir. Finally, we mix 1 volume of the 10/90 mix with 9 more volume of oravir and get an additional 10 volume of 1% glaes and 99% oravir. We can now mix 4 volume of pure glaes with 2 volume of the 1% glaes, 99% oravir mix resulting in a 6 volume glaes ingot of 67% glaes and 33% oravir.&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t want to do the math or mixing yourself, it can be worthwhile to seek out a metallurgist who will make that perfect ingot for you.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Magic Ingot&amp;quot; Method===&lt;br /&gt;
&lt;br /&gt;
Did the above explanation make your eyes cross? Here&#039;s an alternative method to get the perfect 67% mix.&lt;br /&gt;
&lt;br /&gt;
Start with 1 volume of the pure material you want at 67%. Mix it with 99 volumes of your mixing material (usually oravir or platinum/gold, depending on if you want max or min density.) You now have a 100 volume ingot that is 1% your main material.&lt;br /&gt;
&lt;br /&gt;
Now, mix this &amp;quot;magic ingot&amp;quot; at a 1:2 ratio with your pure ingot. Round up to the nearest three. So if you need 20 volumes, you&#039;ll need to make 21 volumes. You would do this by mixing 14 volumes of the pure material, with 7 volumes of the magic ingot. The resulting ingot will be 21 volumes of 67%. &lt;br /&gt;
&lt;br /&gt;
You can mix in this leftover bit with any future mixes without having to worry about changing that same 1:2 ratio. So if you needed 4 volumes of that same material at 67%, you could mix 2 volumes of the pure, with 1 volume of the 1% ingot, and that leftover pre-mixed 67%, and you&#039;ll have a 4 volume 67% ingot.&lt;br /&gt;
&lt;br /&gt;
==Work Orders==&lt;br /&gt;
&lt;br /&gt;
If you decide to do work orders to get paid for the things you do, then the room with BOOKS in the description is where you purchase a {{ilink|i|forging work order logbook}}.&lt;br /&gt;
&lt;br /&gt;
You will ask the society leader for either easy, challenging or hard blacksmithing/weaponsmithing/armorsmithing work. He will give you a task. The goal is to get paid the best and complete the item with as good of a quality as possible.&lt;br /&gt;
&lt;br /&gt;
To do this, use the highest workability metal you can use and in addition to actually training the skill, you will get paid also. It&#039;s not always the best item that way, but the quality will be better, and you will get paid more for the work order than you would if you had used other metals.&lt;br /&gt;
&lt;br /&gt;
Unless you have a good source of metal you will also probably have to buy the metal in the shop and bronze usually works good for that.&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
&lt;br /&gt;
Work orders generate prestige, and that prestige is used to eventually qualify for a [[Maker_mark]]. So if you make something and turn it in, you must do so again before 5 days go by or you start to lose prestige again. You also should probably pick a craft (forging, alchemy, enchanting, outfitting, or engineering) where you will do your main work orders in for getting a maker&#039;s mark (this is a certain level of prestige build-up; see [[Crafting]]).&lt;br /&gt;
&lt;br /&gt;
Everyone does this differently. I know some that do work orders in every craft currently present. They love making the coins. I know some that pick only one craft to do work orders in and the rest they just train in when they can. How you do it is eventually up to you. If your goal is a maker&#039;s mark then I would concentrate on one craft. Once you get enough to get the maker&#039;s mark then you can have someone make it and you can then branch out and do work orders whenever you want to in as many crafts as you want to.&lt;br /&gt;
&lt;br /&gt;
Doing work orders trains well and pays pretty well. Remember you can study any crafting master in the Forging Society buildings to get syntax on how to ask them things. If you have no techniques and no career or hobby, start with easy work orders. If you have techniques but no career or hobby start with challenging work orders. Hard work orders can be done as you approach the next level of difficulty with top of the line tools around 30-50 ranks before you get there or if you have a career or hobby plus techniques. With good tools my work so far tells me you can do challenging work orders with high workability materials most of the time.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* Can I wait to temper/seal/reinforce/etc. an item?&lt;br /&gt;
: Yes, the modifications can always be added on later, but they cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{{Cat|New player guides,Crafting player guides}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Articulated_leather_breastplate_with_brass_rivets&amp;diff=568161</id>
		<title>Armor:Articulated leather breastplate with brass rivets</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Articulated_leather_breastplate_with_brass_rivets&amp;diff=568161"/>
		<updated>2021-09-23T21:28:50Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|noun=breastplate&lt;br /&gt;
|armorapp2020=Yes&lt;br /&gt;
|look=Layered over top each other, wide strips of hardened leather are riveted together to form this angular breastplate.&lt;br /&gt;
|MTag=leather,brass&lt;br /&gt;
|CTag=brass&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen&lt;br /&gt;
|hindrance=fair&lt;br /&gt;
|stealth=light&lt;br /&gt;
|puncture=very good&lt;br /&gt;
|punctureab=moderate&lt;br /&gt;
|slice=high&lt;br /&gt;
|sliceab=moderate&lt;br /&gt;
|impact=good&lt;br /&gt;
|impactab=moderate&lt;br /&gt;
|fire=moderate&lt;br /&gt;
|fireab=somewhat fair&lt;br /&gt;
|cold=moderate&lt;br /&gt;
|coldab=somewhat fair&lt;br /&gt;
|electric=low&lt;br /&gt;
|electricab=poor&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=112&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|appcost=575&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Sinuous_vest&amp;diff=568160</id>
		<title>Armor:Sinuous vest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Sinuous_vest&amp;diff=568160"/>
		<updated>2021-09-23T21:09:41Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|noun=vest&lt;br /&gt;
|armorapp2020=Yes&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=white,grey,tan,red,pink,golden,green,azure,dark,black,silvery,brown,crimson,orange,yellow,aqua,purple,coral&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen&lt;br /&gt;
|hindrance=fair&lt;br /&gt;
|stealth=light&lt;br /&gt;
|absorbance=moderate&lt;br /&gt;
|puncture=fair&lt;br /&gt;
|slice=low&lt;br /&gt;
|impact=fair&lt;br /&gt;
|fire=low&lt;br /&gt;
|cold=fair&lt;br /&gt;
|electric=moderate&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=250&lt;br /&gt;
|lsize=12&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|appcost=168&lt;br /&gt;
|source=Demiciil&#039;s Armory&lt;br /&gt;
|cost=56,826 Dokoras&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Color Variations==&lt;br /&gt;
Demiciil&#039;s Armory: White, Grey, Tan, Red, Pink, Golden, Green, Azure, Dark, Black, Silvery, Brown, Crimson, Orange, Yellow, Aqua, Purple, Coral&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Sinuous_vest&amp;diff=568159</id>
		<title>Armor:Sinuous vest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Sinuous_vest&amp;diff=568159"/>
		<updated>2021-09-23T21:09:12Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|noun=vest&lt;br /&gt;
|armorapp2020=Yes&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=white,grey,tan,red,pink,golden,green,azure,dark,black,silvery,brown,crimson,orange,yellow,aqua,purple,coral&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen&lt;br /&gt;
|hindrance=fair&lt;br /&gt;
|stealth=light&lt;br /&gt;
|absorbance=moderate&lt;br /&gt;
|puncture=fair&lt;br /&gt;
|slice=low&lt;br /&gt;
|impact=fair&lt;br /&gt;
|fire=low&lt;br /&gt;
|cold=fair&lt;br /&gt;
|electric=moderate&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|weight=250&lt;br /&gt;
|lsize=12&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|appcost=168&lt;br /&gt;
|source=Demiciil&#039;s Armory&lt;br /&gt;
|cost=56,826 Dokoras&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Color Variations==&lt;br /&gt;
Demiciil&#039;s Armory: White, Grey, Tan, Red, Pink, Golden, Green, Azure, Dark, Black, Silvery, Brown, Crimson, Orange, Yellow, Aqua, Purple, Coral&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Sinuous_breastplate&amp;diff=568158</id>
		<title>Armor:Sinuous breastplate</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Sinuous_breastplate&amp;diff=568158"/>
		<updated>2021-09-23T21:09:04Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|noun=breastplate&lt;br /&gt;
|armorapp2020=Yes&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=white,grey,tan,red,pink,golden,green,azure,dark,black,silvery,brown,crimson,orange,yellow,aqua,purple,coral&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen&lt;br /&gt;
|hindrance=minor&lt;br /&gt;
|stealth=light&lt;br /&gt;
|absorbance=good&lt;br /&gt;
|puncture=moderate&lt;br /&gt;
|slice=moderate&lt;br /&gt;
|impact=very good&lt;br /&gt;
|fire=low&lt;br /&gt;
|cold=fair&lt;br /&gt;
|electric=moderate&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=170&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|appcost=112&lt;br /&gt;
|source=Demiciil&#039;s Armory&lt;br /&gt;
|cost=62,238 Dokoras&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
|newarmorapp=Yes&lt;br /&gt;
}}&lt;br /&gt;
==Color Variations==&lt;br /&gt;
Demiciil&#039;s Armory: White, Grey, Tan, Red, Pink, Golden, Green, Azure, Dark, Black, Silvery, Brown, Crimson, Orange, Yellow, Aqua, Purple, Coral&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Sinuous_breastplate&amp;diff=568022</id>
		<title>Armor:Sinuous breastplate</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Sinuous_breastplate&amp;diff=568022"/>
		<updated>2021-09-21T03:28:28Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|noun=breastplate&lt;br /&gt;
|armorapp2020=Yes&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=white,grey,tan,red,pink,golden,green,azure,dark,black,silvery,brown,crimson,orange,yellow,aqua,purple,coral&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen&lt;br /&gt;
|hindrance=minor&lt;br /&gt;
|stealth=light&lt;br /&gt;
|absorbance=good&lt;br /&gt;
|puncture=moderate&lt;br /&gt;
|slice=moderate&lt;br /&gt;
|impact=very good&lt;br /&gt;
|fire=low&lt;br /&gt;
|cold=fair&lt;br /&gt;
|electric=moderate&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=170&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|appcost=112&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
|newarmorapp=Yes&lt;br /&gt;
}}&lt;br /&gt;
==Color Variations==&lt;br /&gt;
Demiciil&#039;s Armory: White, Grey, Tan, Red, Pink, Golden, Green, Azure, Dark, Black, Silvery, Brown, Crimson, Orange, Yellow, Aqua, Purple, Coral&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Beige_sailcloth_pouch_wrapped_with_short_leather_cords&amp;diff=545121</id>
		<title>Item:Beige sailcloth pouch wrapped with short leather cords</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Beige_sailcloth_pouch_wrapped_with_short_leather_cords&amp;diff=545121"/>
		<updated>2021-01-29T02:29:38Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=pouch&lt;br /&gt;
|look=There appears to be something written on it.&lt;br /&gt;
&lt;br /&gt;
A beige sailcloth pouch reads:&lt;br /&gt;
&amp;quot;Short Leather Cords from the Crossing Forging Society&amp;quot;&lt;br /&gt;
|MTag=sailcloth&lt;br /&gt;
|CTag=beige&lt;br /&gt;
|type=container, stacking&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|weight=30&lt;br /&gt;
|appcost=12,500&lt;br /&gt;
|csize=200&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{com|study}}&lt;br /&gt;
: It looks like a beige sailcloth pouch wrapped with short leather cords is designed to hold items that look exactly like &#039;a short leather cord&#039;.&lt;br /&gt;
&lt;br /&gt;
Unable to measure dimensions&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; measure my pouch&amp;lt;br /&amp;gt;&lt;br /&gt;
You can&#039;t move the pouch, so why would you want to measure it?&lt;br /&gt;
&lt;br /&gt;
Holds 25 cords, comes empty.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544809</id>
		<title>Giant bear</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544809"/>
		<updated>2021-01-23T20:17:23Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Kaerna, Crossing&lt;br /&gt;
|MapList=*{{rmap|9a|Journalai Route (9a)}}&lt;br /&gt;
|simulevel=43&lt;br /&gt;
|simulevelmax=47&lt;br /&gt;
|naturallevel=43&lt;br /&gt;
|naturallevelmax=47&lt;br /&gt;
|weaponlevel=43&lt;br /&gt;
|weaponlevelmax=47&lt;br /&gt;
|defenselevel=43&lt;br /&gt;
|defenselevelmax=47&lt;br /&gt;
|level=45&lt;br /&gt;
|MinCap=250&lt;br /&gt;
|MaxCap=330&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=bear paw&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced in [[Tuesday_Tidings#July_2020|Tuesday Tidings 20]].&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Inspecting the giant bear, you can easily see where its name came from, as it towers over you.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Current level comes from GM post, skill caps are estimated based on comparisons to rock guardians.  Adjust down as needed/more info becomes available. 06:32, 3 September 2020 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
*&#039;&#039;it is wearing nothing.&lt;br /&gt;
*&#039;&#039;it is carrying nothing.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*Spawn:     &#039;&#039;A giant bear stands up on its hind legs and sniffs inquisitively at the air.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear lumbers in.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear saunters in, swinging its head from side to side.&lt;br /&gt;
*Exit:      &#039;&#039;&lt;br /&gt;
*Death:     &#039;&#039;A giant bear growls one last time and collapses.&lt;br /&gt;
*Decay:     &#039;&#039;A giant bear rots away into nothingness.&lt;br /&gt;
*Other:     &#039;&#039;A giant bear rears up on its hind legs and growls.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As of Dec 17, 2020, as an armor tertiary with 330 ranks of evasion, learning rate sits at 1/34 with 4 on me.&lt;br /&gt;
* Jan 18th, 2021, survival secondary, evasion slow to get off dabbling at 294 ranks, probable softcap about 300.&lt;br /&gt;
* Jan 23rd, 2021, evasion now at 300, rarely gets off dabbling but gives near-full exp pulses compared to armor well off dabbling, armor secondary still moving all armor skills (clownsuit) well 280-294.  Might bump it up to 310.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Bears}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544808</id>
		<title>Giant bear</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544808"/>
		<updated>2021-01-23T20:16:31Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Kaerna, Crossing&lt;br /&gt;
|MapList=*{{rmap|9a|Journalai Route (9a)}}&lt;br /&gt;
|simulevel=43&lt;br /&gt;
|simulevelmax=47&lt;br /&gt;
|naturallevel=43&lt;br /&gt;
|naturallevelmax=47&lt;br /&gt;
|weaponlevel=43&lt;br /&gt;
|weaponlevelmax=47&lt;br /&gt;
|defenselevel=43&lt;br /&gt;
|defenselevelmax=47&lt;br /&gt;
|level=45&lt;br /&gt;
|MinCap=250&lt;br /&gt;
|MaxCap=330&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=bear paw&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced in [[Tuesday_Tidings#July_2020|Tuesday Tidings 20]].&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Inspecting the giant bear, you can easily see where its name came from, as it towers over you.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Current level comes from GM post, skill caps are estimated based on comparisons to rock guardians.  Adjust down as needed/more info becomes available. 06:32, 3 September 2020 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
*&#039;&#039;it is wearing nothing.&lt;br /&gt;
*&#039;&#039;it is carrying nothing.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*Spawn:     &#039;&#039;A giant bear stands up on its hind legs and sniffs inquisitively at the air.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear lumbers in.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear saunters in, swinging its head from side to side.&lt;br /&gt;
*Exit:      &#039;&#039;&lt;br /&gt;
*Death:     &#039;&#039;A giant bear growls one last time and collapses.&lt;br /&gt;
*Decay:     &#039;&#039;A giant bear rots away into nothingness.&lt;br /&gt;
*Other:     &#039;&#039;A giant bear rears up on its hind legs and growls.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As of Dec 17, 2020, as an armor tertiary with 330 ranks of evasion, learning rate sits at 1/34 with 4 on me.&lt;br /&gt;
* Jan 18th, 2021, survival secondary, evasion slow to get off dabbling at 294 ranks, probable softcap about 300.&lt;br /&gt;
* Jan 23rd, 2021, evasion now at 300, rarely gets off dabbling but gives near-full exp pulses, armor secondary still moving all armor skills (clownsuit) well 280-294.  Might bump it up to 310.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Bears}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544359</id>
		<title>Giant bear</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544359"/>
		<updated>2021-01-18T16:04:55Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Kaerna, Crossing&lt;br /&gt;
|MapList=*{{rmap|9a|Journalai Route (9a)}}&lt;br /&gt;
|simulevel=43&lt;br /&gt;
|simulevelmax=47&lt;br /&gt;
|naturallevel=43&lt;br /&gt;
|naturallevelmax=47&lt;br /&gt;
|weaponlevel=43&lt;br /&gt;
|weaponlevelmax=47&lt;br /&gt;
|defenselevel=43&lt;br /&gt;
|defenselevelmax=47&lt;br /&gt;
|level=45&lt;br /&gt;
|MinCap=250&lt;br /&gt;
|MaxCap=330&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=bear paw&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced in [[Tuesday_Tidings#July_2020|Tuesday Tidings 20]].&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Inspecting the giant bear, you can easily see where its name came from, as it towers over you.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Current level comes from GM post, skill caps are estimated based on comparisons to rock guardians.  Adjust down as needed/more info becomes available. 06:32, 3 September 2020 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
*&#039;&#039;it is wearing nothing.&lt;br /&gt;
*&#039;&#039;it is carrying nothing.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*Spawn:     &#039;&#039;A giant bear stands up on its hind legs and sniffs inquisitively at the air.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear lumbers in.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear saunters in, swinging its head from side to side.&lt;br /&gt;
*Exit:      &#039;&#039;&lt;br /&gt;
*Death:     &#039;&#039;A giant bear growls one last time and collapses.&lt;br /&gt;
*Decay:     &#039;&#039;A giant bear rots away into nothingness.&lt;br /&gt;
*Other:     &#039;&#039;A giant bear rears up on its hind legs and growls.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As of Dec 17, 2020, as an armor tertiary with 330 ranks of evasion, learning rate sits at 1/34 with 4 on me.&lt;br /&gt;
* Jan 18th, 2021, survival secondary, evasion slow to get off dabbling at 294 ranks, probable softcap about 300.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Bears}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rock_guardian_(1)&amp;diff=544051</id>
		<title>Rock guardian (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rock_guardian_(1)&amp;diff=544051"/>
		<updated>2021-01-09T05:53:21Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: added TEST EVAL information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Rock Guardian&lt;br /&gt;
|Image File=rockguardian.jpg&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Stone Clan&lt;br /&gt;
|MapList=*{{rmap|11 | Rocky Chasm (11)}}&lt;br /&gt;
|simulevel=38&lt;br /&gt;
|simulevelmax=41&lt;br /&gt;
|naturallevel=38&lt;br /&gt;
|naturallevelmax=41&lt;br /&gt;
|weaponlevel=38&lt;br /&gt;
|weaponlevelmax=41&lt;br /&gt;
|defenselevel=38&lt;br /&gt;
|defenselevelmax=41&lt;br /&gt;
|level=40&lt;br /&gt;
|MinCap=180&lt;br /&gt;
|MaxCap=260&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=no&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Huge!  Approximately twenty feet high, the rock guardian looks like a construct of some kind.  The entire thing is made of stone (very much like granite).  Even so, the thing does not move awkwardly.  Instead, its slow movements seem deliberate, almost graceful.  Its face does not appear as fierce as its size might suggest.  Instead, it looks almost sad.  However, the size of its fists and the shuddering of the ground beneath its massive feet shakes out any cockiness you might have developed.  You harbor no illusions.  This thing is deadly.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Defenses===&lt;br /&gt;
*Immune to cold and &amp;lt;s&amp;gt;fire.&amp;lt;/s&amp;gt; (I was able to use fireball on them to kill just fine, haven&#039;t tested cold.)&lt;br /&gt;
*High natural armor.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
None. Be careful with equipment with these creatures. If your shield or weapon has low construction the attacks blocked and parried will damage them.&lt;br /&gt;
&lt;br /&gt;
There are also occasional earthquakes in the area which can cause you to fall prone:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;The ground shakes for a moment.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You fall down!&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
&lt;br /&gt;
Drops gems and coins worth 3-6 silver.&lt;br /&gt;
&lt;br /&gt;
==Stealth Training==&lt;br /&gt;
&lt;br /&gt;
Was able to begin training stealth around 190 ranks. Able to hide about 50% of the time at pole range with 191 in stealth and 37 in discipline.&lt;br /&gt;
&lt;br /&gt;
At 342 my stealth remained clear. It trained until approx 340.&lt;br /&gt;
&lt;br /&gt;
== Combat 3.0 == &lt;br /&gt;
&lt;br /&gt;
TM and weapons slow down at 250 ranks.&lt;br /&gt;
&lt;br /&gt;
Capping debilitation at 250 ranks.&lt;br /&gt;
&lt;br /&gt;
Defensive soft cap at 260 ranks.&lt;br /&gt;
&lt;br /&gt;
Tactics essentially cap at 300 ranks, only one out of three for some reason teach.&lt;br /&gt;
&lt;br /&gt;
Still locking stealth at 273 ranks.&lt;br /&gt;
&lt;br /&gt;
Evasion still moving slowly at 276 ranks.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Onyx_gargoyle&amp;diff=544050</id>
		<title>Onyx gargoyle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Onyx_gargoyle&amp;diff=544050"/>
		<updated>2021-01-09T05:35:39Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: added TEST EVAL information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Kaerna, Crossing&lt;br /&gt;
|MapList=*{{rmap|9a|Journalai Route (9a)}}&lt;br /&gt;
|simulevel=61&lt;br /&gt;
|simulevelmax=65&lt;br /&gt;
|naturallevel=61&lt;br /&gt;
|naturallevelmax=65&lt;br /&gt;
|weaponlevel=61&lt;br /&gt;
|weaponlevelmax=65&lt;br /&gt;
|defenselevel=61&lt;br /&gt;
|defenselevelmax=65&lt;br /&gt;
|level=63&lt;br /&gt;
|MinCap=320&lt;br /&gt;
|MaxCap=400&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=onyx hide&lt;br /&gt;
|Skin Weight=7&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|name=Onyx gargoyle&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced in [[Tuesday_Tidings#July_2020|Tuesday Tidings 25]].&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Reflecting on the onyx gargoyle, you recall that you once heard that creatures are the product of magical experiments to create non-living servants.&lt;br /&gt;
&lt;br /&gt;
Rumor speaks of gargoyles made of differing substances, including jasper, onyx and even alabaster.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Empath with 75 Ref/Agi can hit these easily with 300&#039;s weapons and 400 mastery. Rarely if ever hit with 375+ in clown suit. Locking all armors quickly.&lt;br /&gt;
&lt;br /&gt;
Hunting became viable as a ranger in a 4-armor setup with 60+7 reflex, 390+45 evasion, and ~340 in armor, shield usage, and parry ability.&lt;br /&gt;
&lt;br /&gt;
Evasion (primary) slowed significantly at 430 ranks.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*Spawn:     &#039;&#039;A loud stomping sound fills the air as an onyx gargoyle comes clomping in.&lt;br /&gt;
*Entrance:  &#039;&#039;Muttering fills the air as an onyx gargoyle stomps in.&lt;br /&gt;
*Exit:      &#039;&#039;An onyx gargoyle stomps (direction), muttering to itself.&lt;br /&gt;
*Death1:    &#039;&#039;An onyx gargoyle grumbles and falls over with a *THUD*.&lt;br /&gt;
*Death2:    &#039;&#039;An onyx gargoyle grumbles and goes still.&lt;br /&gt;
*Decay:     &#039;&#039;An onyx gargoyle&#039;s statuesque form turns to dust and fades away.&lt;br /&gt;
*Searching: &#039;&#039;An onyx gargoyle grumbles and stomps about, looking for something.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Gargoyle}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544049</id>
		<title>Giant bear</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Giant_bear&amp;diff=544049"/>
		<updated>2021-01-09T05:31:12Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: added TEST EVAL information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Kaerna, Crossing&lt;br /&gt;
|MapList=*{{rmap|9a|Journalai Route (9a)}}&lt;br /&gt;
|simulevel=43&lt;br /&gt;
|simulevelmax=47&lt;br /&gt;
|naturallevel=43&lt;br /&gt;
|naturallevelmax=47&lt;br /&gt;
|weaponlevel=43&lt;br /&gt;
|weaponlevelmax=47&lt;br /&gt;
|defenselevel=43&lt;br /&gt;
|defenselevelmax=47&lt;br /&gt;
|level=45&lt;br /&gt;
|MinCap=250&lt;br /&gt;
|MaxCap=330&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=bear paw&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced in [[Tuesday_Tidings#July_2020|Tuesday Tidings 20]].&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Inspecting the giant bear, you can easily see where its name came from, as it towers over you.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Current level comes from GM post, skill caps are estimated based on comparisons to rock guardians.  Adjust down as needed/more info becomes available. 06:32, 3 September 2020 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
*&#039;&#039;it is wearing nothing.&lt;br /&gt;
*&#039;&#039;it is carrying nothing.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*Spawn:     &#039;&#039;A giant bear stands up on its hind legs and sniffs inquisitively at the air.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear lumbers in.&lt;br /&gt;
*Entrance:  &#039;&#039;A giant bear saunters in, swinging its head from side to side.&lt;br /&gt;
*Exit:      &#039;&#039;&lt;br /&gt;
*Death:     &#039;&#039;A giant bear growls one last time and collapses.&lt;br /&gt;
*Decay:     &#039;&#039;A giant bear rots away into nothingness.&lt;br /&gt;
*Other:     &#039;&#039;A giant bear rears up on its hind legs and growls.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As of Dec 17, 2020, as an armor tertiary with 330 ranks of evasion, learning rate sits at 1/34 with 4 on me.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Bears}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=544048</id>
		<title>Rhoat moda</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=544048"/>
		<updated>2021-01-09T05:24:58Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Undo revision 544046 by SCHULTZS3 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Rhoat Moda&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31c | Pejek Bog (31c)}}&lt;br /&gt;
|simulevel=52&lt;br /&gt;
|naturallevel=52&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=52&lt;br /&gt;
|MinCap=190&lt;br /&gt;
|MaxCap=280&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=a moda tongue&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;gt;148&lt;br /&gt;
|MaxArrangedVal=&amp;gt;495 lirums&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Skin Type=tongue&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The rhoat moda is bulbous and lumpy in peculiar places under its rubbery greenish hide where massive muscles for jumping and leverage flex and relax at curious intervals.  Its mouth is wide with a sinister upward curl that never quite reaches the unblinking eyes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Standard Bard, training defenses+cyclic TM.  I find these slightly harder than Hulking Barghest, but lot of overlap.  When first hunting both about 225 defenses, these would cause wounds while barghest would not.  Furthermore, while both still lock tert defenses above 300 ranks, Moda still lock secondary TM at 272 ranks presently, while Barghest are only dabbling.  Would suggest waiting probably 15-20 ranks after starting barghest before coming here. 7/17/18&lt;br /&gt;
&lt;br /&gt;
===Area===&lt;br /&gt;
The moda are in a [[Premium]] only hunting area.&lt;br /&gt;
Moda only appear during the day in this area.  At night, the Unyn appear.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Moda can attack with their tongues.  Some of their tongue attacks inject an extremely potent poison.  The pulse rate of the poison is very rapid.  Be cautious if poisoned by these attacks, and seek assistance quickly if you&#039;re unable to flush the poison or otherwise combat it.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Treehopper_toad&amp;diff=544047</id>
		<title>Treehopper toad</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Treehopper_toad&amp;diff=544047"/>
		<updated>2021-01-09T05:24:01Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: added TEST EVAL information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Treehopper Toad&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Leth Deriel&lt;br /&gt;
|MapList=*{{rmap|61c|Grove of the White Laurel (61c)}}&lt;br /&gt;
|simulevel=65&lt;br /&gt;
|naturallevel=66&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=64&lt;br /&gt;
|MinCap=300&lt;br /&gt;
|MaxCap=370&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Attack Range=Ranged/Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=a poisonous toad gland&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;240&lt;br /&gt;
|MaxVal=&amp;gt;1300 Kronars&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Skin Type=gland&lt;br /&gt;
|Weight=4&lt;br /&gt;
|Tannable=no&lt;br /&gt;
|NumPieces=10&lt;br /&gt;
|Crushable=yes&lt;br /&gt;
|Poachable=yes&lt;br /&gt;
}}&lt;br /&gt;
{|style=&amp;quot;background:none&amp;quot;&lt;br /&gt;
|style=&amp;quot;vertical-align:middle;&amp;quot;|[[Image:Disambig gray.jpg|20px]]&lt;br /&gt;
|style=&amp;quot;vertical-align:middle;&amp;quot;|&#039;&#039;This article is about the critter Treehopper Toad.  For the constellation, see [[Toad (constellation)]].&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The treehopper toad is quite large, taller than an adult Halfling and nearly twice as broad.  Its long fingers are webbed for easy climbing up and down even the most slippery of slopes, and its powerful, legs can jump great distances in short order.  The toad&#039;s skin is brightly colored and glossy, glistening with deadly excretions designed to quickly disorient and neutralize its prey.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Treehopper Toads are located in a [[Premium]] only hunting area.&amp;lt;br&amp;gt;&lt;br /&gt;
The toads have Cyanide poison and are able to leap from missile range into melee.&lt;br /&gt;
Vary in color such as: a &#039;&#039;&#039;blue and lime&#039;&#039;&#039; treehopper toad, a &#039;&#039;&#039;rainbow-hued&#039;&#039;&#039; treehopper toad, and a &#039;&#039;&#039;tangerine&#039;&#039;&#039; treehopper toad.&lt;br /&gt;
&lt;br /&gt;
==Bard Recall==&lt;br /&gt;
Reflecting on the creature, you remember hearing that these toads are known to inhabit, or infest, tall trees with dense canopy cover, most notably the White Laurel of Bosque Deriel.  They exhibit a variety of brilliant hues in poignant contrast to their typical leafy surroundings.  The bright skin shades are indicative of aposematic coloring -- nature&#039;s way of warning predators that the toads are highly poisonous and taste simply awful.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=544046</id>
		<title>Rhoat moda</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=544046"/>
		<updated>2021-01-09T05:03:10Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Rhoat Moda&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31c | Pejek Bog (31c)}}&lt;br /&gt;
|simulevel=52&lt;br /&gt;
|naturallevel=52&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=52&lt;br /&gt;
|level=52&lt;br /&gt;
|MinCap=190&lt;br /&gt;
|MaxCap=280&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=a moda tongue&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;gt;148&lt;br /&gt;
|MaxArrangedVal=&amp;gt;495 lirums&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Skin Type=tongue&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The rhoat moda is bulbous and lumpy in peculiar places under its rubbery greenish hide where massive muscles for jumping and leverage flex and relax at curious intervals.  Its mouth is wide with a sinister upward curl that never quite reaches the unblinking eyes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Standard Bard, training defenses+cyclic TM.  I find these slightly harder than Hulking Barghest, but lot of overlap.  When first hunting both about 225 defenses, these would cause wounds while barghest would not.  Furthermore, while both still lock tert defenses above 300 ranks, Moda still lock secondary TM at 272 ranks presently, while Barghest are only dabbling.  Would suggest waiting probably 15-20 ranks after starting barghest before coming here. 7/17/18&lt;br /&gt;
&lt;br /&gt;
===Area===&lt;br /&gt;
The moda are in a [[Premium]] only hunting area.&lt;br /&gt;
Moda only appear during the day in this area.  At night, the Unyn appear.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Moda can attack with their tongues.  Some of their tongue attacks inject an extremely potent poison.  The pulse rate of the poison is very rapid.  Be cautious if poisoned by these attacks, and seek assistance quickly if you&#039;re unable to flush the poison or otherwise combat it.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=544045</id>
		<title>Rhoat moda</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=544045"/>
		<updated>2021-01-09T05:02:12Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: added TEST EVAL information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Rhoat Moda&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31c | Pejek Bog (31c)}}&lt;br /&gt;
|simulevel=52&lt;br /&gt;
|naturallevel=52&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=52&lt;br /&gt;
|MinCap=190&lt;br /&gt;
|MaxCap=280&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=a moda tongue&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;gt;148&lt;br /&gt;
|MaxArrangedVal=&amp;gt;495 lirums&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Skin Type=tongue&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The rhoat moda is bulbous and lumpy in peculiar places under its rubbery greenish hide where massive muscles for jumping and leverage flex and relax at curious intervals.  Its mouth is wide with a sinister upward curl that never quite reaches the unblinking eyes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Standard Bard, training defenses+cyclic TM.  I find these slightly harder than Hulking Barghest, but lot of overlap.  When first hunting both about 225 defenses, these would cause wounds while barghest would not.  Furthermore, while both still lock tert defenses above 300 ranks, Moda still lock secondary TM at 272 ranks presently, while Barghest are only dabbling.  Would suggest waiting probably 15-20 ranks after starting barghest before coming here. 7/17/18&lt;br /&gt;
&lt;br /&gt;
===Area===&lt;br /&gt;
The moda are in a [[Premium]] only hunting area.&lt;br /&gt;
Moda only appear during the day in this area.  At night, the Unyn appear.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Moda can attack with their tongues.  Some of their tongue attacks inject an extremely potent poison.  The pulse rate of the poison is very rapid.  Be cautious if poisoned by these attacks, and seek assistance quickly if you&#039;re unable to flush the poison or otherwise combat it.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Decay_sigil&amp;diff=518164</id>
		<title>Decay sigil</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Decay_sigil&amp;diff=518164"/>
		<updated>2020-05-07T15:48:04Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Some Crossing summer sigils&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
This is a &#039;&#039;&#039;secondary&#039;&#039;&#039; sigil used in the [[Enchanting]] system.  See the [[Sigil harvesting]] page for information on how to scribe a sigil.&lt;br /&gt;
&lt;br /&gt;
==Look==&lt;br /&gt;
On this scroll you see a &#039;&#039;&amp;lt;quality&amp;gt;&#039;&#039; decay sigil comprised of &#039;&#039;&amp;lt;precision&amp;gt;&#039;&#039; strokes.  The intersection of [[Abolition sigil|Abolition]] and [[Permutation sigil|Permutation]], representing the eventual destruction of things.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&#039;&#039;&#039;As the sigil type can change from room-to-room, please be as specific as possible when documenting a location.&#039;&#039;&#039;&lt;br /&gt;
===Zoluren===&lt;br /&gt;
* [Clerics&#039; Guild, Chapel] (Winter)&lt;br /&gt;
* [The Crossing, Full Moons Crescent] - in front of the seer (Spring)&lt;br /&gt;
* [The Crossing, Lemicus Square] - Of the 3 rooms of the square, NW and SW rooms (Summer)&lt;br /&gt;
* [The Crossing, Swithen&#039;s Court] - 2 W from Kertigen Road (Summer)&lt;br /&gt;
* [Shrine of Ushnish] - inside shrine S of Goodwhate Pike manure pile (Summer)&lt;br /&gt;
* [The Crossing, Cutpurse Alley] N of Academy of Agility (Summer)&lt;br /&gt;
* [The Crossing, Damaris Lane] W of Academy of Agility, outside Viper&#039;s Nest Inn (Summer)&lt;br /&gt;
&lt;br /&gt;
===Therengia===&lt;br /&gt;
* &lt;br /&gt;
===Ilithi===&lt;br /&gt;
====Spring====&lt;br /&gt;
* [Shard, East City Gates], inside the Shard E gate, 1 room north from the E gate, 1 room south from the E gate&lt;br /&gt;
* [Shard, North City Gates], inside the Shard N gate &amp;amp; 1 room east from the inside of the N gate&lt;br /&gt;
* [Shard, Xibar&#039;s Crescent Road], outside the Outfitting Society (SE Shard), 1 room NE from the Outfitting Society&lt;br /&gt;
====Autumn====&lt;br /&gt;
* [Empath&#039;s Guild, Examining Room], &#039;&#039;stamina&#039;&#039; training room in [[Shard]]; also just outside the door&lt;br /&gt;
&lt;br /&gt;
===Qi&#039;Reshalia===&lt;br /&gt;
* &lt;br /&gt;
===Forfedhdar===&lt;br /&gt;
*&lt;br /&gt;
===Misc===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Experience&amp;diff=517703</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Experience&amp;diff=517703"/>
		<updated>2020-04-29T17:12:56Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Moved Trading from incorret group to correct group&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
:&#039;&#039;For the game command, see {{com|experience}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Experience]], often abbreviated &#039;&#039;&#039;exp&#039;&#039;&#039;, is the general term for all of the [[skill]] learning your character has attained.  &lt;br /&gt;
&lt;br /&gt;
In [[DragonRealms]], your ranks in a skill are increased by using it. This is called training. The amount of experience gained from any action is scaled to the difficulty of that action for your character at that time, and how successful your character is in performing it. It is common for a task that has become very simple or unchallenging to grant zero experience.&lt;br /&gt;
&lt;br /&gt;
Experience can potentially be lost as a consequence of character [[death]], although this can be easily avoided through [[favors]].&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Gained [[experience]] is measured as whole-number increments called &amp;quot;ranks.&amp;quot; As your experience drains from your experience pool for a particular [[:Category:Skills|skill]], your learning is converted into ranks. Your ability in a skill is measured by the number of ranks you have attained in that skill. Additionally, there are skill requirements for advancing in circle (or character level) within a guild. Finally, gaining ranks in skills grants [[Time Development Points|TDPs]], which can be used to raise your stats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; It is generally considered OOC to engage in explicit discussions of numerical stats or skills. (Role-players may also object to the term &amp;quot;ranks.&amp;quot;) When discussing skill via IC channels, the most conservative approach is to use the [[Experience#RP_messaging|RP messaging]], reserving numerical discussions for whispers and private messages. See [[Out of Character]] for additional information.&lt;br /&gt;
&lt;br /&gt;
The amount of effort required to move up one rank in a skill can be measured in bits. Through analysis of the output of the {{com|CONVERT}} command it was possible to reverse engineer this relationship between ranks. Your next rank in a skill will be reached after you have gained 200 + n bits, where n is the current rank. This means to go from rank 0 to rank 1 in a skill you will need 200 bits, to go from rank 1 to rank 2, you will need 201 bits, and so on. By summing up the number of ranks you can determine how many bits it will take to reach a current level.&lt;br /&gt;
&lt;br /&gt;
The graph and table below show the total number of bits needed to reach a specific rank from 0. This graphic demonstrates the relative difficulty to climb ranks. For example, to go from 300 to 400 ranks takes roughly the same number of bits as going from 0 to 200 ranks. Going from rank 1,000 to 1,500 requires approximately twice the number of bits as going from 0 to 1,000.&lt;br /&gt;
&lt;br /&gt;
[[File:TotalBitsNeededToReachRank.png|left|500px]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Total bits needed&lt;br /&gt;
|-&lt;br /&gt;
| 1||200&lt;br /&gt;
|-&lt;br /&gt;
| 25||5,300&lt;br /&gt;
|-&lt;br /&gt;
| 50||11,225&lt;br /&gt;
|-&lt;br /&gt;
| 75||18,050&lt;br /&gt;
|-&lt;br /&gt;
| 100||24,950&lt;br /&gt;
|-&lt;br /&gt;
| 150||41,175&lt;br /&gt;
|-&lt;br /&gt;
| 200||59,900&lt;br /&gt;
|-&lt;br /&gt;
| 250||81,125&lt;br /&gt;
|-&lt;br /&gt;
| 300||104,850&lt;br /&gt;
|-&lt;br /&gt;
| 400||159,800&lt;br /&gt;
|-&lt;br /&gt;
| 500||224,750&lt;br /&gt;
|-&lt;br /&gt;
| 750||430,875&lt;br /&gt;
|-&lt;br /&gt;
|1,000||699,500&lt;br /&gt;
|-&lt;br /&gt;
|1,250||1,030,625&lt;br /&gt;
|-&lt;br /&gt;
|1,500||1,424,250&lt;br /&gt;
|-&lt;br /&gt;
|1,750||1,880,375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Maximum rank===&lt;br /&gt;
Ranks are capped at 1750. Once you hit 1750 ranks, you no longer gain experience into your experience pool for that skill and draining experience has no effect. It is possible to have effective ranks higher than 1750 through buffs such as abilities or spells. Self-cast skill buffs are capped at 20%. Third party casts from guild abilities bonusing the same skill with a different ability can extend the buff to 30%&amp;lt;ref&amp;gt;[[Post:Buff_Limit_Expansion_-_04/20/2019_-_12:45]]&amp;lt;/ref&amp;gt;. You can see your current buffs using {{com|EXPERIENCE}} {{tt|MODS}}.&lt;br /&gt;
&lt;br /&gt;
===Calculations for Ranks and Bits===&lt;br /&gt;
The relationship between bits and ranks can be defined algebraically. In the formulas below &#039;&#039;r&#039;&#039; refers to ranks and &#039;&#039;b&#039;&#039; refers to bits.&amp;lt;ref&amp;gt;[[Talk:Convert_command]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Bits_from_ranks_formula.png]] yields the bits needed to reach a specific rank.&lt;br /&gt;
&lt;br /&gt;
[[File:Ranks_from_bits_formula.png]] yields the rank a number of bits would reach.&lt;br /&gt;
&lt;br /&gt;
==Experience pools and pulses==&lt;br /&gt;
===Experience pools===&lt;br /&gt;
Every skill has its own individual pool, which fills with field experience as you obtain it. The current amount of field experience in your pool ranges from clear (empty) to mind lock (full).&lt;br /&gt;
&lt;br /&gt;
Factors that determine maximum pool size (in descending order of importance):&lt;br /&gt;
#whether the skill is in your primary, secondary, or tertiary skillset&lt;br /&gt;
#the number of ranks you have in the skill&lt;br /&gt;
#{{stat|Intelligence}} (Note: Break points can be found at 30 and 60 Intelligence, see charts below for more info)&lt;br /&gt;
#{{stat|Discipline}} (Notes:  Break points can be found at 30 and 60 Discipline, see charts below for more info. Additionally: It was planned for 3.0 to remove discipline from the experience pool effects, but as posted by Socharis on 1/18/13, &amp;quot;...So I looked into this, and Discipline was never taken out - It&#039;s not as significant as intelligence, but it definitely increases your &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;experience&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; pool size.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Experience Pool Size==&lt;br /&gt;
The amount of bits that can be held in a particular skill can be determined by using the following method:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base pool size===&lt;br /&gt;
1. Find the size of the base bank pool for the skill, where total ranks is x&lt;br /&gt;
[[File:Baserankpool.png|left|200px]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skillset placement!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Primary skills||y=(15000*X/(X+900))+1000&lt;br /&gt;
|-&lt;br /&gt;
|Secondary skills||y=(12750*X/(X+900))+850&lt;br /&gt;
|-&lt;br /&gt;
|Tertiary skills||y=(10500*X/(X+900))+700&lt;br /&gt;
|}&lt;br /&gt;
An interactive visualization of this formula can be seen here: https://www.desmos.com/calculator/gn8gjlwegm&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Int Score===&lt;br /&gt;
2. Determine the effective Intelligence score bonus to apply to step 4, where x is Intelligence&lt;br /&gt;
[[File:Intscore.png|left|200px]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Int value!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 30||y=((x-10)*60)/10&lt;br /&gt;
|-&lt;br /&gt;
|30-60||y=(((x-30)*30)+1200)/10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;60||y=(((x-60)*15)+2100)/10&lt;br /&gt;
|}&lt;br /&gt;
An interactive visualization of this formula can be seen here: https://www.desmos.com/calculator/fhy7bwvtn7&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Disc Score===&lt;br /&gt;
3. Determine the effective Discipline score bonus to apply to step 4, where x is Discipline&lt;br /&gt;
[[File:Discscore.png|left|200px]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Disc value!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 30||y=((x-10)*20)/10&lt;br /&gt;
|-&lt;br /&gt;
|30-60||y=(((x-30)*10)+400)/10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;60||y=(((x-60)*5)+700)/10&lt;br /&gt;
|}&lt;br /&gt;
An interactive visualization of this formula can be seen here: https://www.desmos.com/calculator/srwbrdzhv6&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Total Base pool===&lt;br /&gt;
4. Using the values determined in steps 1-3, determine the stat modified size of the pool, where i is the Intelligence score from step 2, d is the Discipline score from step 3, and x is the base rank pool from step 1&lt;br /&gt;
[[File:Totalbasepool.png|left|200px]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Formula&lt;br /&gt;
|-&lt;br /&gt;
|y=((1000+i+d)/1000)*x&lt;br /&gt;
|}&lt;br /&gt;
An interactive visualization of this formula can be seen here: https://www.desmos.com/calculator/nvukewhbb1&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mindstates===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Amount Learning&lt;br /&gt;
!Mindstate Fraction&lt;br /&gt;
!Amount Learning&lt;br /&gt;
!Mindstate Fraction&lt;br /&gt;
|-&lt;br /&gt;
|clear||0/34||analyzing||18/34&lt;br /&gt;
|-&lt;br /&gt;
|dabbling||1/34||studious||19/34&lt;br /&gt;
|-&lt;br /&gt;
|perusing||2/34||focused||20/34&lt;br /&gt;
|-&lt;br /&gt;
|learning||3/34||very focused||21/34&lt;br /&gt;
|-&lt;br /&gt;
|thoughtful||4/34||engaged||22/34&lt;br /&gt;
|-&lt;br /&gt;
|thinking||5/34||very engaged||23/34&lt;br /&gt;
|-&lt;br /&gt;
|considering||6/34||cogitating||24/34&lt;br /&gt;
|-&lt;br /&gt;
|pondering||7/34||fascinated||25/34&lt;br /&gt;
|-&lt;br /&gt;
|ruminating||8/34||captivated||26/34&lt;br /&gt;
|-&lt;br /&gt;
|concentrating||9/34||engrossed||27/34&lt;br /&gt;
|-&lt;br /&gt;
|attentive||10/34||riveted||28/34&lt;br /&gt;
|-&lt;br /&gt;
|deliberative||11/34||very riveted||29/34&lt;br /&gt;
|-&lt;br /&gt;
|interested||12/34||rapt||30/34&lt;br /&gt;
|-&lt;br /&gt;
|examining||13/34||very rapt||31/34&lt;br /&gt;
|-&lt;br /&gt;
|understanding||14/34||enthralled||32/34&lt;br /&gt;
|-&lt;br /&gt;
|absorbing||15/34||nearly locked||33/34&lt;br /&gt;
|-&lt;br /&gt;
|intrigued||16/34||mind lock||34/34&lt;br /&gt;
|-&lt;br /&gt;
|scrutinizing||17/34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience pulses===&lt;br /&gt;
This field experience is gradually converted into actual ranks. When field experience is converted to ranks, it is called a pulse.  The size of the pulse is calculated as a fraction of your total pool size.  The primary factor affecting this fraction is whether the skill is primary, secondary, or tertiary; higher Wisdom also increases this fraction. However, secondary skills under 50 ranks will drain like primary skills&amp;lt;ref&amp;gt;[[Post:Low_level_ranks,_EXP,_and_you!_-_7/11/2008_-_8:58:48]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Minor_exp_change_-_02/05/2015_-_20:51]]&amp;lt;/ref&amp;gt;, and tertiary skills under 25 ranks will drain like secondary skills.&amp;lt;ref&amp;gt;[[Post:Minor_exp_change_-_02/06/2015_-_10:57]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Skillset&lt;br /&gt;
!Time to Pulse From Mind Lock to Clear&lt;br /&gt;
|-&lt;br /&gt;
|Primary||40-60 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Secondary||50-80 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Tertiary||70-100 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skills pulse in groups every 200 seconds, with each group being offset from the previous one by 20 seconds.  These skill groupings are arranged by skillset in the order they appear in the experience list in game, with the exception of certain guild-only skills which are located with their historical group.  The order and timing of the pulses is fixed, meaning the pulses happen at the exact same time for the same skills for every single player in the game.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Relative Time Offset&lt;br /&gt;
!Skill Group&lt;br /&gt;
|-&lt;br /&gt;
|0 sec.||Shield Usage, Light Armor, Chain Armor, Brigandine, Plate Armor, Defending&lt;br /&gt;
|-&lt;br /&gt;
|20 sec.||Parry Ability, Small Edged, Large Edged, Twohanded Edged&lt;br /&gt;
|-&lt;br /&gt;
|40 sec.||Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|60 sec.||Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
|80 sec.||Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|100 sec.||Debilitation, Utility, Warding, Sorcery, Evasion, Athletics, Perception, &#039;&#039;Scouting&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|120 sec.||Stealth, Locksmithing, Thievery, First Aid, Outdoorsmanship&lt;br /&gt;
|-&lt;br /&gt;
|140 sec.||Skinning, &#039;&#039;Backstab&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|160 sec.||Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, &#039;&#039;Bardic Lore&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|180 sec.||Performance, Tactics, &#039;&#039;Astrology&#039;&#039;, &#039;&#039;Empathy&#039;&#039;, &#039;&#039;Thanatology&#039;&#039;, &#039;&#039;Expertise&#039;&#039;, &#039;&#039;Summoning&#039;&#039;, &#039;&#039;Theurgy&#039;&#039;, &#039;&#039;Conviction&#039;&#039;, &#039;&#039;Trading&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats and learning==&lt;br /&gt;
Mental statistics have a significant effect on the experience system. Intelligence and Wisdom affect all skills equally and have diminishing returns that are not logarithmically diminishing. (Every TDP spent on these stats provides a benefit.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{stat|Intelligence}}&#039;&#039;&#039;: Maximum size of experience pools&lt;br /&gt;
*&#039;&#039;&#039;{{stat|Wisdom}}&#039;&#039;&#039;: Pulse size&lt;br /&gt;
*&#039;&#039;&#039;{{stat|Discipline}}&#039;&#039;&#039;: Experience pool size (10% efficiency)&lt;br /&gt;
&lt;br /&gt;
The effect of Intelligence and Wisdom is a percentage and not dependent on how many ranks you have in the skill. The effects of these stats can&#039;t be &amp;quot;tested&amp;quot; in an hour. This is something that assists you over the course of your entire career.&lt;br /&gt;
&lt;br /&gt;
On 12/10/2015, GM [[Armifer]] shared some hard numbers on how intelligence and wisdom affect learning.&amp;lt;ref&amp;gt;[[Post:Experience Pool Size - Bug Fix - 12/10/2015 - 19:03]]&amp;lt;/ref&amp;gt; Using 10 as the baseline (100%), here is the magnitude of the effect of training those stats:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Stat!!Value!!Effect (Compared to 10)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence/Wisdom||30||112%&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence/Wisdom||60||121%&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence/Wisdom||90||125%&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence/Wisdom||120||130%&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;Discipline also increases pool size, at 10% efficacy, thus continuing its trend of doing just a little bit of everything.&amp;quot; --GM [[Armifer]]&lt;br /&gt;
&lt;br /&gt;
==Rested Experience System==&lt;br /&gt;
Regular Subscribers, Premium Subscribers, and F2P accounts (with a unlock purchased with [[SimuCoins]]) can utilize the Rested Experience System (REXP).  When active, this system provides a bonus when field experience is converted to ranks.  The actual EXP pools are unchanged, but when you drain experience from the pools it will simply be worth more actual ranks by a factor of 3.  &lt;br /&gt;
&lt;br /&gt;
===Summary for Casual Players===&lt;br /&gt;
When you type {{com|EXP}} you will see three numbers at the bottom of the screen. An example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Rested EXP Stored: 2:25 hours  Usable This Cycle: 2 hours  Cycle Refreshes: 13:14 hours&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what they mean:&lt;br /&gt;
* First number: How much REXP you have banked.&lt;br /&gt;
* Second number: How much of the banked REXP you can use &#039;&#039;right now&#039;&#039;.&lt;br /&gt;
* Third number: How long until the second number resets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By design, you don&#039;t need to manage anything.&#039;&#039;&#039; If the first and second numbers are populated you are &#039;&#039;automatically&#039;&#039; using REXP and your experience pools are draining at the accelerated rate. If you have REXP available the system will use it. More technical information is available in the next section, for those who want to try and optimize their REXP or just want to understand more. For the casual player: just play like you normally do.&lt;br /&gt;
&lt;br /&gt;
The first number, the amount of banked REXP, regenerates automatically when you&#039;re logged out or if you&#039;re in a state of deep sleep (by typing {{com|sleep}} twice).&lt;br /&gt;
&lt;br /&gt;
The capacity of the first and second numbers are determined by your subscription type:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Subscription !! REXP Capacity !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| F2P || None || &lt;br /&gt;
|-&lt;br /&gt;
| F2P || 2 hours || With the purchase of a Brain Boost from the SimuCoin Store.&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 4 hours || &lt;br /&gt;
|-&lt;br /&gt;
| Premium || 6 hours || &lt;br /&gt;
|-&lt;br /&gt;
| Platinum || 8 hours || 8 hours in the Platinum instance only. 6 hours in Prime/TF.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical Information===&lt;br /&gt;
There are three mechanical components to the system: pool cap, usage cap and cycle.  Information about these features is available in the EXP command.&lt;br /&gt;
&lt;br /&gt;
*The pool cap is how much rested exp you can have banked on your character at any time. Simple enough. At this time, the pool cap depends upon your subscription type. Standard accounts will be able to bank up to 4 hours of REXP. Premium accounts will store up to 6 hours, and in the Platinum instance the pool can hold 8 hours.  This time will accumulate after 5 consecutive minutes of not draining experience. This is whether offline, online without any EXP in your pools, or with the help of deep sleep.  The rested experience pool is filled at a rate of 2:1 (for every 2 minutes of not draining experience, 1 minute of rested experience is earned).&lt;br /&gt;
&lt;br /&gt;
*The usage cap is how much rested exp you can use. For now, regardless of how frequently you fill the storage cap, you can only use up to 4/6/8 rested experience during one cycle (dependent upon account type).&lt;br /&gt;
&lt;br /&gt;
*The cycle is how long it takes for the usage cap to reset. After 23:30 hours your usage cap will refresh and you can spend additional rested exp. The timing of the cycle is personal rather than universal: it starts when you, personally, do something with the rested exp system and then runs its course.&lt;br /&gt;
&lt;br /&gt;
In addition to changes to how experience is converted under REXP, a modification to the sleep verb was provided.  In &amp;quot;Light Sleep&amp;quot; you will stop gaining new experience but continue to drain experience from your pools. You will use REXP in this state. In &amp;quot;Deep Sleep&amp;quot; you will not gain experience NOR will you drain experience. Your REXP is not used, and you will start to accumulate time in your rested experience pool again.&lt;br /&gt;
&lt;br /&gt;
Each time one of the 10 skill groups drain that has experience in it for any single, or multiple skills, 20 seconds is removed from your REXP time. If a skill group pulses and there isn&#039;t any experience in any of the skills for that group the 20 seconds remains. This makes it possible to focus on specific skill groups and stretch out the REXP time for any targeted skills in them. For Example, if you are only training skills in 5 of the 10 skill groups, your REXP time would take twice the amount of time to be used up. 4 hours could be 8 hours of focused training, or 6 hours could be 12.&lt;br /&gt;
&lt;br /&gt;
==Experience drain at login==&lt;br /&gt;
Experience drain at login is based on when you last logged out of the game. Starting at 30 minutes, you will drain a percentage of your experience equal to the number of minutes that you have been logged out divided by 360 (or 480 if you received a warning within the last six months).&lt;br /&gt;
&lt;br /&gt;
When you&#039;re logged out, experience drains at a static rate, regardless of skillset placement, ranks, or stats. Technically, the experience doesn&#039;t actually pulse until you log back in. Previously, if one were to log in then log out before the pulse it would reset the timer. With the addition of Rested EXP, this is no longer true.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Time Logged Out&lt;br /&gt;
!%Pulsed (Clean)&lt;br /&gt;
!%Pulsed (Warning)&lt;br /&gt;
|-&lt;br /&gt;
|30 minutes||8.33%||6.25%&lt;br /&gt;
|-&lt;br /&gt;
|1 hour||16.67%||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|2 hours||33.33%||25%&lt;br /&gt;
|-&lt;br /&gt;
|3 hours||50%||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|4 hours||66.67%||50%&lt;br /&gt;
|-&lt;br /&gt;
|5 hours||83.33%||62.5%&lt;br /&gt;
|-&lt;br /&gt;
|6 hours||100%||75%&lt;br /&gt;
|-&lt;br /&gt;
|7 hours||100%||87.5%&lt;br /&gt;
|-&lt;br /&gt;
|8 hours||100%||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: [[Free to play]] players do not receive offline drain without a pass from the [[Simucoin]] store. See [[Idle experience drain]] for more details.&#039;&#039;&#039;&lt;br /&gt;
*As of 03/12/2015, players who have received a warning within the last six months drain over eight hours instead of not being able to drain experience at login.&amp;lt;ref&amp;gt;[[Post:Login Experience Drain - 03/12/2015 - 21:32]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RP messaging==&lt;br /&gt;
Ranks in each skill are numerical. However, there is also a role-playing system of nomenclature set up for skills, to make it easier to integrate into game-play.&lt;br /&gt;
&lt;br /&gt;
;Ranks 1-49 / Novice&lt;br /&gt;
&#039;&#039;Within the above range:&#039;&#039;&lt;br /&gt;
*+ 0-09 = Lowly&lt;br /&gt;
*+ 10-19 = Promising&lt;br /&gt;
*+ 20-29 = Able&lt;br /&gt;
*+ 30-39 = Trained&lt;br /&gt;
*+ 40-49 = Full&lt;br /&gt;
&lt;br /&gt;
;Ranks 50-99 / Practitioner&lt;br /&gt;
&lt;br /&gt;
;Ranks 100-149 / Dilettante&lt;br /&gt;
&lt;br /&gt;
;Ranks 150-199 / Aficionado&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*+ 0-09 = Beginning&lt;br /&gt;
*+ 10-19 = Competent&lt;br /&gt;
*+ 20-29 = Proficient&lt;br /&gt;
*+ 30-39 = Experienced&lt;br /&gt;
*+ 40-49 = Skilled&lt;br /&gt;
&lt;br /&gt;
;Ranks 200-299 / Adept&lt;br /&gt;
&lt;br /&gt;
;Ranks 300-399 / Expert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*Rated by degrees 0-99&lt;br /&gt;
&lt;br /&gt;
;Ranks 400-499 / Professional&lt;br /&gt;
&lt;br /&gt;
;Ranks 500-599 / Authority&lt;br /&gt;
&lt;br /&gt;
;Ranks 600-699 / Genius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*+ 20-39 = Exceptional&lt;br /&gt;
*+ 40-59 = Outstanding&lt;br /&gt;
*+ 60-79 = Renowned&lt;br /&gt;
*+ 80-99 = True&lt;br /&gt;
&lt;br /&gt;
;Ranks 700-799 / Savant&lt;br /&gt;
&lt;br /&gt;
;Ranks 800-899 / Master&lt;br /&gt;
&lt;br /&gt;
;Ranks 900-999 / Grand Master&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*+ 20-39 = Distinguished&lt;br /&gt;
*+ 40-59 = Venerated&lt;br /&gt;
*+ 60-79 = Exalted&lt;br /&gt;
*+ 80-99 = Transcendent&lt;br /&gt;
&lt;br /&gt;
;Ranks 1000-1249 / Guru&lt;br /&gt;
&lt;br /&gt;
;Ranks 1250+ / Legend&lt;br /&gt;
&lt;br /&gt;
==Bonus experience pools==&lt;br /&gt;
During [[experience 3.0]], when skills were combined, the &amp;quot;lost&amp;quot; experience bits were moved into the bonus pools, one for each skillset. When experience is absorbed through the normal method, an equal amount is removed from the appropriate bonus pool and added to permanent experience. This effectively doubles learning rates in the skillset so long as experience remains in the bonus pools.&lt;br /&gt;
&lt;br /&gt;
The metric used is an arbitrary unit, a multiple of the amount of bits that it takes to move a skill from 0 to 200 (60,300 bits) plus the number of ranks any remaining bits would teach. As an example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;Your Lore pool could fill 14 empty skills to 200 ranks and one empty skill to 57 ranks.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
To view how much experience is left use {{com|experience}} {{tt|bonus}}. When there is no longer any experience left, you will receive the message &amp;quot;You do not have any experience in your bonus pools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To toggle absorption, use {{tt|experience bonus toggle}} &#039;&#039;&amp;lt;skillset&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
*[http://www.elanthia.org/Learning/ Demystifying the Experience System]: [[User:Isharon|Isharon]]&#039;s explanation of the experience system (a good link to share with new players)&lt;br /&gt;
*[[Experience (obsolete)]] has information on the obsolete experience system prior to the 3.0 release.&lt;br /&gt;
*[[:Category:Skills]] has a listing of all skills in game.&lt;br /&gt;
*[[Skillsets]] for how skills are grouped in game.&lt;br /&gt;
*[[Time Development Points]] are calculated based on earned ranks in a skill.&lt;br /&gt;
&lt;br /&gt;
{{cat|Skills|*}}[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Darkling&amp;diff=507103</id>
		<title>Title:Darkling</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Darkling&amp;diff=507103"/>
		<updated>2019-09-12T17:58:43Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Did not have without DO spell.  Once DO was taken, title became available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Moon Mage&lt;br /&gt;
}}{{TitleReq|Stealth|75}}&lt;br /&gt;
{{TitleReq|spell|Dinazen Olkar}}&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Steelstorm&amp;diff=507102</id>
		<title>Title:Steelstorm</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Steelstorm&amp;diff=507102"/>
		<updated>2019-09-12T17:35:27Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Did not have without Moonblade spell.  Once Moonblade spell taken, title was available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Moon Mage&lt;br /&gt;
}}{{TitleReq|weapon|300}}&lt;br /&gt;
{{TitleReq|spell|Moonblade}}&lt;br /&gt;
{{TitleReq}}&lt;br /&gt;
{{TitleReq|weapon|300}}&lt;br /&gt;
{{TitleReq|spell|Moonblade}}&lt;br /&gt;
{{TitleReq}}&lt;br /&gt;
:Skill might be appraisal, and ability might be total concentration, fatigue, or something else.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Lightcrafter&amp;diff=507101</id>
		<title>Title:Lightcrafter</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Lightcrafter&amp;diff=507101"/>
		<updated>2019-09-12T17:29:38Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Did not have without Moonblade spell.  Once Moonblade spell taken, title was available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Moon Mage&lt;br /&gt;
|diff=730&lt;br /&gt;
}}{{TitleReq|magic|730}}&lt;br /&gt;
{{TitleReq|as|720}}&lt;br /&gt;
{{TitleReq|spell|Moonblade}}&lt;br /&gt;
{{TitleReq|magic|730}}&lt;br /&gt;
{{TitleReq|as|720}}&lt;br /&gt;
{{TitleReq|spell|Moonblade}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Player_owned_shop&amp;diff=503902</id>
		<title>Player owned shop</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Player_owned_shop&amp;diff=503902"/>
		<updated>2019-06-10T03:14:19Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Edited Surfaces section: removed superfluous 55th and 85th, added verb to move surfaces.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}[[guild association is::Trader]]s who have reached at least circle 30 are allowed to rent their own shops in the [[Market Plaza|Market Plazas]] of [[Crossing]], [[Riverhaven]] and [[Shard]].&lt;br /&gt;
&lt;br /&gt;
==Renting a shop==&lt;br /&gt;
There are a limited number of shops available at each Market Plaza. A good time to start looking for a shop to rent is the day that rent is due as there are usually one or two shops available due to the previous tenant being evicted. Ask other traders around the market about when the next end of pay period arrives.&lt;br /&gt;
&lt;br /&gt;
For starters, visit the clerk in the main office of the plaza where you are seeking a shop and ASK CLERK about RENT. They will inform you if you are ready for a shop, then you can find a vacant shop in the market and {{com|RENT}} it. Make sure your debt is cleared before you attempt to rent your shop.&lt;br /&gt;
&lt;br /&gt;
==Commands and help==&lt;br /&gt;
&lt;br /&gt;
After renting your shop, head into it (after {{com|OPEN}} &amp;lt;&#039;&#039;shop entrance name&#039;&#039; - entrance, door, arch, etc&amp;gt;), and take a while to familiarize yourself with the {{com|SHOP}} command and {{com|HELP}}.&lt;br /&gt;
&lt;br /&gt;
==={{com|SHOP}}===&lt;br /&gt;
The SHOP verb is the way that you interact with the various settings of your shop.  The following options are available:&lt;br /&gt;
&lt;br /&gt;
* SHOP PRICE - Set the price for an item in your shop.&lt;br /&gt;
* SHOP RESERVE - Reserve an item for a certain person to buy.&lt;br /&gt;
* SHOP CUSTOMER - Shows you what your customers would see if they used the SHOP verb.&lt;br /&gt;
* SHOP REMOVE - Removes an item from your table or a player from your shop&lt;br /&gt;
* SHOP BLACKLIST - You can ban a person from your shop permanently.&lt;br /&gt;
* SHOP SCHEDULE - Schedule times for your shop to be open when you&#039;re not there.&lt;br /&gt;
* SHOP TIMERS - Change the timers for shop-related things, like blacklisting.&lt;br /&gt;
* SHOP WIDTH - Modify the width of your ledger.&lt;br /&gt;
* SHOP NAME - Change the name of your shop.&lt;br /&gt;
* SHOP STATUS - Find out how your shop is doing.&lt;br /&gt;
* SHOP CATEGORIES - Update the categories of items that your shop sells..&lt;br /&gt;
&lt;br /&gt;
You can enter these commands by themselves for more information about how to use them.&lt;br /&gt;
&lt;br /&gt;
See the {{com|SHOP}} page for more detail.&lt;br /&gt;
&lt;br /&gt;
==={{com|HELP}}===&lt;br /&gt;
Shops are the pinnacle of achievement for any trader.  While a shop might start small, its success (and influence!) can quickly become something of great renown.  This help file is designed to help you navigate your shop and learn the different ways that it can be used.  To access information on a specific topic, use the syntax HELP [TOPIC].&lt;br /&gt;
&lt;br /&gt;
The available topics are:&lt;br /&gt;
&lt;br /&gt;
* BASICS - Get basic information about how a shop is run.&lt;br /&gt;
* OPENING - Learn about opening your shop and keeping it open while you&#039;re away.&lt;br /&gt;
* SURFACES - Learn about sales surfaces, and how you can acquire more and different ones.&lt;br /&gt;
* MERCHANDISE - How to interact with your merchandise.&lt;br /&gt;
* PEOPLE - Find out the unique capabilities of your shop when dealing with people.&lt;br /&gt;
* BACKROOM - Find out more about what the back room is for, and what you can do with it.&lt;br /&gt;
* EXPENSES - Learn about the different ways you can incur expenses for your shop.&lt;br /&gt;
* EVENTS - What kind of random events can occur, and what you can do about them.&lt;br /&gt;
* FURNITURE - How and where to get new furniture for your shop.&lt;br /&gt;
* EVICTION - What you need to do to avoid being evicted if your shop goes into the red.&lt;br /&gt;
* CLOSING - How to close your shop and what effects that has.&lt;br /&gt;
&lt;br /&gt;
See the {{com|HELP}} page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Rent==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Keep in mind you are running a business. If you mismanage it for an extended period of time, expenses can quickly spiral out of control.&lt;br /&gt;
 &lt;br /&gt;
The base cost of rent per month is 30 plat per month. The base cost is increased by the number of surfaces that you have as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!# surfaces&lt;br /&gt;
!Price&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|.75 plat&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 plat&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6.75 plat&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|12 plat&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|18.75 plat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|21.75 plat&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24.75 plat&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|27.75 plat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the total is calculated, the rent is scaled by location (Crossing is charged full price): Riverhaven: 50% Shard: 25%&lt;br /&gt;
&lt;br /&gt;
This amount is then charged at the end of a pay period.&lt;br /&gt;
&lt;br /&gt;
Pay periods are 80 Elanthian days, [or 20 RL days]. This is exactly two Elanthian months, and occurs at beginning of the first, third, fifth, seventh, and ninth months of every Elanthian year. When a pay period ends, several things happen:&lt;br /&gt;
&lt;br /&gt;
:- Your expenses are charged to your store&#039;s bank account.&lt;br /&gt;
:- Your rent is also charged to your store&#039;s bank account.&lt;br /&gt;
:- Your earnings are added to your store&#039;s bank account.&lt;br /&gt;
:- Your expenses and earnings are reset in anticipation of the next pay period.&lt;br /&gt;
&lt;br /&gt;
If your shop&#039;s balance of sales to rent is negative for too long, you may be evicted by the plaza owners. You may {{com|deposit}} any amount of money into your shop&#039;s bank account (while in back room) at any time, and may {{com|withdraw}} any positive amount of money in the bank account as well. When you perform a withdrawal, the money is transferred directly into your local bank by a secured courier - No need to worry about thieves! You can also {{com|WITHDRAW}} #### POCKET to keep the money on your person.&lt;br /&gt;
&lt;br /&gt;
Your shop&#039;s currency is the same as its local province - Kronars for Zoluren, Lirums for Therengia, etc.&lt;br /&gt;
&lt;br /&gt;
==Eviction==&lt;br /&gt;
When you get evicted, a Plaza official will approach you with a similar message:&lt;br /&gt;
:A Plaza official approaches you and says, &amp;quot;Your shop in &amp;lt;Town&amp;gt; has been in debt for too long, and your tenancy there has been forcibly ended. Your belongings will be stored in a Guild warehouse so that you can claim them later. Because of the tardiness of payment, you have been assessed a fee of &amp;lt;Price&amp;gt; &amp;lt;Currency&amp;gt;, plus an additional &amp;lt;Price&amp;gt; &amp;lt;Currency&amp;gt; in administrative fees. Good day, &amp;lt;Madam|Sir&amp;gt;.&amp;quot; With that, the official takes his leave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Retrieving your Belongings&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Zoluren&amp;lt;/b&amp;gt;&lt;br /&gt;
:Head over to the Administration Office at the Plaza entrance.&lt;br /&gt;
::ask clerk for goods&lt;br /&gt;
&lt;br /&gt;
==Surfaces==&lt;br /&gt;
At 30th circle, you will be limited to a single surface on which to place your wares. As you gain circles, you will be able to place more surfaces on your sales floor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Circle&lt;br /&gt;
!Surfaces on Sales Floor&lt;br /&gt;
!Total Surfaces&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can PUSH a surface to have it moved between the sales floor and the backroom.&amp;lt;br /&amp;gt;&lt;br /&gt;
Surfaces can be {{com|ADJUST|adjusted}} in the back room to change the noun used to identify it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Purchased Item&lt;br /&gt;
! Adjust 1&lt;br /&gt;
! Adjust 2&lt;br /&gt;
! Adjust 3&lt;br /&gt;
! Adjust 4&lt;br /&gt;
! Adjust 5&lt;br /&gt;
! Adjust 6&lt;br /&gt;
! Adjust 7&lt;br /&gt;
! Adjust 8&lt;br /&gt;
! Adjust 9&lt;br /&gt;
! Adjust 10&lt;br /&gt;
! Adjust 11&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;cabinet&#039;&#039;&lt;br /&gt;
| armoir&lt;br /&gt;
| bureau&lt;br /&gt;
| dresser&lt;br /&gt;
| endtable&lt;br /&gt;
| sideboard&lt;br /&gt;
| breakfront&lt;br /&gt;
| highboy&lt;br /&gt;
| vanity&lt;br /&gt;
| locker&lt;br /&gt;
| cupboard&lt;br /&gt;
| bar&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;rack&#039;&#039;&lt;br /&gt;
| shelf&lt;br /&gt;
| shelves&lt;br /&gt;
| mantle&lt;br /&gt;
| mantle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;table&#039;&#039;&lt;br /&gt;
| worktable&lt;br /&gt;
| desk&lt;br /&gt;
| workbench&lt;br /&gt;
| stand&lt;br /&gt;
| cart&lt;br /&gt;
| buffet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;trunk&#039;&#039;&lt;br /&gt;
| chest&lt;br /&gt;
| case&lt;br /&gt;
| crate&lt;br /&gt;
| footlocker&lt;br /&gt;
| lowboy&lt;br /&gt;
| bin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of current shops==&lt;br /&gt;
&lt;br /&gt;
Store hours are in Eastern time.&lt;br /&gt;
&lt;br /&gt;
===Crossing&#039;s Market Plaza===&lt;br /&gt;
Last Updated: 12 Nissa 429 (02/09/2019)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Shop Name!!Owner!!Opens!!Closes!!Room!!Entryway&lt;br /&gt;
|-&lt;br /&gt;
|Teh Black Market||[[Pucktin]]||12 pm||3 am||Sun Room||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Thamar&#039;s Shop||[[Thamar]]||5 pm||1 am||Sun Room||an azure entrance&lt;br /&gt;
|-&lt;br /&gt;
|On A Whim||[[Rajara]]||4 pm||12 am||Sun Room||some bright double doors&lt;br /&gt;
|-&lt;br /&gt;
|My Two Kronars!||[[Annandale]]||9 pm||9 am||Water Room||a honey-colored goldenoak doorway carved with a pair of coins&lt;br /&gt;
|-&lt;br /&gt;
|Klausette Full Of Things||[[Klausette]]||5 pm||1 am||Water Room||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Kalyssia&#039;s Armor And Tools||[[Kalyssia]]||8 pm||2 am||Water Room||a smooth mammoth tusk archway&lt;br /&gt;
|-&lt;br /&gt;
|Schwifty Shop||[[Lurel]]||5 pm||12 am||Grass Room||a heavy iron door&lt;br /&gt;
|-&lt;br /&gt;
|Thevelar&#039;s Retail Therapy Centre||[[Thevelar]]||1 pm||12 am||Grass Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Scales Of The Sand||[[Bovi]]||11 am||2 am||Grass Room||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Loot And Booty||[[Kzarina]]||2 pm||8 pm||Solarium||a heavy iron door&lt;br /&gt;
|-&lt;br /&gt;
|Pipe Dreams||[[Katamas]]||7 pm||10 pm||Solarium||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Bloodhouse Weapons N Ammo||[[Monedero]]||12 pm||4 am||Solarium||a shady entrance&lt;br /&gt;
|-&lt;br /&gt;
|Noce&#039;s Fine Establishment||[[Chestnut]]||9 pm||1 am||Forest Room||an oaken door&lt;br /&gt;
|-&lt;br /&gt;
|K&#039;s Tools, Armor, Gweths N More||[[Kenzaze]]||2 pm||2 am||Forest Room||a vine-shrouded arch&lt;br /&gt;
|-&lt;br /&gt;
|Adventurer&#039;s Loot Emporium||[[Twid]]||1 pm||1 am||Forest Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Tezler&#039;s Shop||[[Tezler]]||5 pm||1 am||Dimly-Lit Storage||a shadowy door&lt;br /&gt;
|-&lt;br /&gt;
|Joolie&#039;s Jingling Pockets||[[Joolie]]||11 am||2 am||Dimly-Lit Storage||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Revamped!||[[Tranon]]||2 pm||2 am||Dimly-Lit Storage||a silver-accented black curtain&lt;br /&gt;
|-&lt;br /&gt;
|War and Pieces||[[Tinkery]]||6 pm||11 pm||Meeting Room||an oaken door&lt;br /&gt;
|-&lt;br /&gt;
|Deinaken&#039;s Portal To The Past||[[Deinaken]]||9 pm||8 am||Meeting Room||a brass-lined arch&lt;br /&gt;
|-&lt;br /&gt;
|Another Man&#039;s Treasure||[[Emirld]]||4 pm||11 pm||Meeting Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Bloodhouse2 Weapons And AMMO||[[Vii]]||3 pm||1 am||Moon Room||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Maybeth&#039;s Place||[[Maybeth]]||6 pm||11 pm||Moon Room||an oaken door&lt;br /&gt;
|-&lt;br /&gt;
|Dijkstra&#039;s Shortest Path||[[Dijkstra]]||10 am||6 pm||Moon Room||a blue entrance&lt;br /&gt;
|-&lt;br /&gt;
|Run To Maumy!||[[Maumasai]]||8 pm||3 am||Armor Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Cash Is King!||[[Cash]]||4 pm||7 pm||Armor Room||a stately carved marble door with a gilt frame&lt;br /&gt;
|-&lt;br /&gt;
|Olivr&#039;s Seven Star Trading||[[Olivr]]||variable||variable||Armor Room||a silver-plated ornate entrance&lt;br /&gt;
|-&lt;br /&gt;
|Naniaki&#039;s Trash And Treasure||[[Naniaki]]||1 pm||5 am||Lodge Room||a dimly-lit recessed arch&lt;br /&gt;
|-&lt;br /&gt;
|Anglers Daily Catch||[[Schieffelin]]||1 pm||10 pm||Lodge Room||an oaken door&lt;br /&gt;
|-&lt;br /&gt;
|Pistro&#039;s Wonderful Wares||[[Pistro]]||4 pm||11 pm||Lodge Room||a grate-covered glass entrance&lt;br /&gt;
|-&lt;br /&gt;
|Pirate Plix&#039;s Treasure Trove||[[Gashler]]||12 pm||3 am||Gladiolus Room||a heavy iron door&lt;br /&gt;
|-&lt;br /&gt;
|Tribbly Tavern||[[Taylii]]||8 pm||11 pm||Gladiolus Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Dark Corner||[[Bradlie]]||5 pm||9 pm||Gladiolus Room||a shady entrance&lt;br /&gt;
|-&lt;br /&gt;
|Quill&#039;s Convincing Forgeries||[[Quillith]]||3 pm||9 pm||Fire Room||a heavy steel door comprised of ornamental gears&lt;br /&gt;
|-&lt;br /&gt;
|Softy N Longtail&#039;s Secret Cache||[[Zemon]]||3 pm||2 am||Fire Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Banisad&#039;s Quest N Fest Rares||[[Banisad]]||1 pm||10 pm||Fire Room||a fiery red entrance&lt;br /&gt;
|-&lt;br /&gt;
|Fest And Quest Overstock||[[Rottenzeal]]||4 pm||2 am||Library||a round lunat door&lt;br /&gt;
|-&lt;br /&gt;
|The Shrubbery||[[Caper]]||6 pm||11 pm||Library||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Here Today, Pawn Tomorrow||[[Adoli]]||3 pm||9 pm||Library||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Pretti Unique||[[Pretti]]||5 pm||11 pm||Savannah Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Metal Matters||[[Dhalinar]]||7 pm||3 am||Savannah Room||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Ysei&#039;s New Adventurer Shop||[[Ysei]]||6 pm||2 am||Savannah Room||a ribbed ricepaper screened door&lt;br /&gt;
|-&lt;br /&gt;
|Triple Threat Trading Co.||[[Shidalyn]]||1 pm||6 pm||Jungle Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Stinkin Badges!||[[Stinkin]]||6 pm||9 pm||Jungle Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Ellis&#039;s Emporium||[[Ellis]]||3 pm||9 pm||Jungle Room||an oaken door&lt;br /&gt;
|-&lt;br /&gt;
|Aase&#039;s Oasis||[[Aase]]||4 pm||10 pm||Tundra Room||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Fine Fripperies||[[Fieria]]||6 pm||12 am||Tundra Room||a stone-framed entrance&lt;br /&gt;
|-&lt;br /&gt;
|Prison Maze Paraphernalia||[[Nuxes]]||6 pm||10 pm||Tundra Room||an elegant stained glass door depicting a setting sun&lt;br /&gt;
|-&lt;br /&gt;
|Between The Trade Routes||[[Aettsamme]]||10 am||1 am||Palm Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Bethany Street Boutique||[[Hannana]]||6 pm||11 pm||Palm Room||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Subi&#039;s Stuff||[[Subiboshi]]||6 pm||11 pm||Palm Room||a paneled palmwood door&lt;br /&gt;
|-&lt;br /&gt;
|Hits And Misses||[[Deame]]||5 pm||1 am||River Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Dram&#039;s Scrolltopia And Ore Shop||[[Alarak]]||9 pm||2 am||River Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Jennye&#039;s Jubilee||[[Jennye]]||6 pm||12 am||River Room||a stately carved marble door with a gilt frame&lt;br /&gt;
|-&lt;br /&gt;
|Free Range Goods!||[[Ellysia]]||5 pm||2 am||Desert Room||a sandstone framed door&lt;br /&gt;
|-&lt;br /&gt;
|LADY LOURETTE&#039;S BOUTIQUE||[[Lourette]]||8 pm||2 am||Desert Room||a sandstone framed entrance&lt;br /&gt;
|-&lt;br /&gt;
|Haute Hunting And More||[[Martyen]]||4 pm||11 pm||Desert Room||am ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Tindle&#039;s Weapons, Ores, And More||[[Tindle]]||2 pm||2 am||Ocean Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Barder Town||[[Barder]]||11 am||2 am||Ocean Room||a cypress-framed entrance&lt;br /&gt;
|-&lt;br /&gt;
|Aaaarrghh! Painfully Good Deals!||[[Secretia]]||9 am||1 am||Ocean Room||a paneled cypress door&lt;br /&gt;
|-&lt;br /&gt;
|METAL Skin Cloth Bone And TOOLS||[[Jerde]]||12 pm||2 am||Volcano Room||an obsidian arch&lt;br /&gt;
|-&lt;br /&gt;
|Gypsy Roots||[[Hazelnut]]||6 pm||1 am||Volcano Room||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Urban Rampage And Survival||[[Rahmbo]]||4 pm||1 am||Volcano Room||an obsidian-inlaid door&lt;br /&gt;
|-&lt;br /&gt;
|Tayria&#039;s Trader Tables||[[Tayria]]||8 pm||3 am||Tasting Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Vault of Wonder||[[Dheese]]||variable||variable||Tasting Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Whimsical Wares||[[Triesti]]||5 pm||2 am||Tasting Room||a heavy steel door&lt;br /&gt;
|-&lt;br /&gt;
|Aro&#039;s Assorted Oddities||[[Arohuko]]||7 pm||12 am||Barrel Room||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Blacklist&#039;s Shop: Under The Moon||[[Blacklist]]||4 pm||11 pm||Barrel Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Shale&#039;s Essential Incidentals||[[Shalendrya]]||2 pm||12 am||Barrel Room||an aged oak door&lt;br /&gt;
|-&lt;br /&gt;
|Jelayna From The Block||[[Jelayna]]||5 pm||8 pm||Bottle Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|From the Battlefield to the Ball||[[Stylia]]||variable||variable||Bottle Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|RKM Curios||[[Remigius]]||10 am||12 am||Bottle Room||a solid oak-paneled door&lt;br /&gt;
|-&lt;br /&gt;
|ARMOR Shields And Parry Sticks||[[Loshant]]||3 pm||1 am||Stomping Room||an oaken door&lt;br /&gt;
|-&lt;br /&gt;
|Muleie&#039;s||[[Muleie]]||5 pm||1 am||Stomping Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Containers Cloaks And Cloths||[[Martyka]]||6 pm||4 am||Stomping Room||a shady entrance&lt;br /&gt;
|-&lt;br /&gt;
|Tiddeggur&#039;s House Of Pain||[[Tiddeggur]]||2 pm||3 am||Cooper Room||an antique oak-framed entrance&lt;br /&gt;
|-&lt;br /&gt;
|Wicked Witch||[[Lycette]]||4 pm||1 am||Cooper Room||a smooth mammoth tusk archway&lt;br /&gt;
|-&lt;br /&gt;
|Menela&#039;s Menagerie||[[Menela]]||8 pm||11 pm||Cooper Room||an antique oak-paneled door&lt;br /&gt;
|-&lt;br /&gt;
|Arizona Arms And Accessories||[[Arizona]]||1 pm||11 pm||Fermentation Room||a deep-set door&lt;br /&gt;
|-&lt;br /&gt;
|MAPS JEWELRY Gems Instruments||[[Harven]]||4 pm||3 am||Fermentation Room||a deep-set limestone arch&lt;br /&gt;
|-&lt;br /&gt;
|Suit Yourself||[[Zlato]]||6 pm||10 pm||Fermentation Room||a deep-set entrance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Riverhaven&#039;s Knight&#039;s Hall===&lt;br /&gt;
Last Updated: 10 Nissa 430 (05/24/2019)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Shop Name!!Owner!!Opens!!Closes!!Room!!Entryway&lt;br /&gt;
|-&lt;br /&gt;
|AAA TRADING: Gwen&#039;s Mercantile||[[Gwenhwyfach]]||6 pm||11 pm||Rose Room||an aged barn door etched with a herd of wild horses&lt;br /&gt;
|-&lt;br /&gt;
|Bloodbath and Beyond||[[Sorhatani]]||5 pm||11 pm||Rose Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Northern Lion||[[Gronen]]||6 pm||1 am||Rose Room||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Junk and Disorderly||[[Greyhallow]]||2 pm||12 am||Warrior Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Demophon&#039;s Dragon Scale Armory||[[Demophon]]||1 pm||3 am||Warrior Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Scale Armory and Supply||[[Mulla]]||6 pm||10 pm||Warrior Room||an elegant stained glass door depicting a setting sun&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare Rider&#039;s Association||[[Humbert]]||3 pm||11 pm||Food Plaza||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Dram&#039;s Scrolltopia And Ore Shop||[[Dramulius]]||2 pm||2 am||Food Plaza||a round lunat door&lt;br /&gt;
|-&lt;br /&gt;
|Augstawne Lefns Cehs||[[Malakye]]||3 pm||12 am||Food Plaza||a low metal entrance with a silver-accented black curtain&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[vacant]]||variable||variable||Children&#039;s Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[vacant]]||variable||variable||Children&#039;s Room||a low mahogany entrance&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[vacant]]||variable||variable||Children&#039;s Room||a heavy iron door&lt;br /&gt;
|-&lt;br /&gt;
|Stalkton&#039;s Scrolls and Sundry||[[Stalkton]]||3 pm||9 pm||Theatre Room||a silk-bannered entrance&lt;br /&gt;
|-&lt;br /&gt;
|Olivr&#039;s Seven Star Trading||[[Olivr]]||8 pm||11 pm||Theatre Room||a round lunat door&lt;br /&gt;
|-&lt;br /&gt;
|Take A Chance||[[Chancellior]]||4 pm||11 pm||Theatre Room||a smooth mammoth tusk archway&lt;br /&gt;
|-&lt;br /&gt;
|Starcanth Forge And Mercantile||[[Lexara]]||4 pm||5 am||World Room||a stooped granite entrance&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[vacant]]||variable||variable||World Room||a triple moon-carved arch&lt;br /&gt;
|-&lt;br /&gt;
|Broken Drum||[[Emilynn]]||4 pm||1 am||World Room||a glass door&lt;br /&gt;
|-&lt;br /&gt;
|Starry Road||[[Thornrot]]||7 pm||2 am||The Back Room||a steel arch&lt;br /&gt;
|-&lt;br /&gt;
|Nyken&#039;s Metals and Instruments||[[Nyken]]||4 pm||11 pm||The Back Room||an elegant stained glass door depicting a setting sun&lt;br /&gt;
|-&lt;br /&gt;
|Old World Antiques||[[Toleana]]||6 pm||2 am||The Back Room||a dark entrance&lt;br /&gt;
|-&lt;br /&gt;
|Mollai&#039;s Combat Depot||[[Mollai]]||5 pm||1 am||Keep Room||a shady entrance&lt;br /&gt;
|-&lt;br /&gt;
|Aly&#039;s Treasures||[[Alyanah]]||8 pm||2 am||Keep Room||a heavy steel door&lt;br /&gt;
|-&lt;br /&gt;
|Bavaro&#039;s Effects and Sundries||[[Bavaro]]||2 pm||10 pm||Keep Room||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Inver Brass||[[Jondac]]||6 pm||1 am||Dungeon Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Sehkmet&#039;s The Wheel||[[Sehkmet]]||9 pm||1 am||Dungeon Room||a dark recessed entrance&lt;br /&gt;
|-&lt;br /&gt;
|Insara&#039;s Exotics||[[Insara]]||6 pm||12 am||Dungeon Room||a heavy iron door&lt;br /&gt;
|-&lt;br /&gt;
|Wooden It Be Nice||[[Rafano]]||6 pm||2 am||Storage Area||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Ronco Inc.||[[Popeil]]||8 pm||12 am||Storage Area||a shady entrance&lt;br /&gt;
|-&lt;br /&gt;
|Caveat Emptorium||[[Cauchy]]||12 am||3 am||Storage Area||an oak door&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shard&#039;s Crystal Plaza===&lt;br /&gt;
Last Updated: 31 Arhat 429 (01/05/2019)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Shop Name!!Owner!!Opens!!Closes!!Room!!Entryway&lt;br /&gt;
|-&lt;br /&gt;
|Free Citizen Outfitters||[[Maltaiche]]||6 pm||12 am||Play Yard||an embossed entrance&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi Trade Consortium||[[Plats]]||6 pm||9 pm||Play Yard||a heavy steel door comprised of ornamental gears&lt;br /&gt;
|-&lt;br /&gt;
|Quest Fest And Forged||[[Acronyx]]||5 pm||2 am||Play Yard||a mushroom arch&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Prism Room||a shady entrance&lt;br /&gt;
|-&lt;br /&gt;
|Myya&#039;s Miscellany||[[Myya]]||2 pm||11 pm||Prism Room||an elegant stained glass door depicting a setting sun&lt;br /&gt;
|-&lt;br /&gt;
|Salustra&#039;s Shop||[[Unknown]]||2 pm||2 am||Prism Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||The Sea||a crab entrance&lt;br /&gt;
|-&lt;br /&gt;
|Shiny Bits||[[Bitrad]]||12 pm||11 pm||The Sea||a sea-green door&lt;br /&gt;
|-&lt;br /&gt;
|Rarefish Rando||[[Kurtus]]||9 am||12 am||The Sea||an ornately engraved arch&lt;br /&gt;
|-&lt;br /&gt;
|Jep&#039;s Shop||[[Jep]]||9 pm||3 am||Oak Room||an engraved oak entrance&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Oak Room||a dark marble door&lt;br /&gt;
|-&lt;br /&gt;
|Back to Fuchsia||[[Kithylan]]||4 pm||7 pm||Oak Room||a flower-covered arch&lt;br /&gt;
|-&lt;br /&gt;
|Leather Goods And Mercantile||[[Slepowren]]||4 pm||7 pm||Luminous Room||a gleaming white entrance&lt;br /&gt;
|-&lt;br /&gt;
|Memory Lane||[[Kavett]]||5 pm||9 pm||Luminous Room||an elegant glass door&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Luminous Room||a crystalline arch&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Storage||a simple entrance&lt;br /&gt;
|-&lt;br /&gt;
|Fertin Store||[[Fertin]]||5 pm||11 pm||Storage||a hidden door&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Storage||an obscured arch&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Food Court||a banded entrance&lt;br /&gt;
|-&lt;br /&gt;
|Dram&#039;s Precious Metals||[[Kiiwa]]||9 pm||12 am||Food Court||a red-framed door&lt;br /&gt;
|-&lt;br /&gt;
|Vacant||[[Vacant]]||variable||variable||Food Court||a flower-covered arch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utilities==&lt;br /&gt;
&lt;br /&gt;
*[http://drservice.info/Plaza/ Plaza Shop Browser]: [[User:GALLAHAN|Etherian]]&#039;s website listing of searchable shop data.&lt;br /&gt;
*[https://dr-scripts.firebaseapp.com/ Searchable Shop Listings]: [[User:SEPED|Seped]]&#039;s website listing of searchable shop data.&lt;br /&gt;
*[[Trader Shop Inventory Logger (script)]]: Isharon&#039;s set of scripts and triggers that runs through every Trader-owned shop in the market plazas and logs inventory.&lt;br /&gt;
*[[ShopCrossing_(script)|Crossing market plaza shopping script]]: A StormFront script that runs your character through every open shop in the Crossing Market Plaza searching for the item noun you input via the SHOP command.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Trader abilities}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=501830</id>
		<title>Trader gem selling bonus</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=501830"/>
		<updated>2019-04-01T00:33:50Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Final equation determined.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trader]] bonus is used to increase the coin gained from when the Trader personally sells gems or skins, whether individually or in open, closed, or tied gem pouches or bundles.  This bonus is based upon a Trader&#039;s [[Charisma]], as well as their [[Trading]] and [[Appraisal]] skill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When a Trader unlocks the ability depends on that stat and skills, there&#039;s no set or minimum circle.  However, it will generally be about 15th circle.  The exact formulas are below.&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
&lt;br /&gt;
1.  When a Player Character attempts to sell a gem or skin to an NPC buyer, the base appraisal value (as seen with an accurate and precise appraisal) is the starting base value of the item.&lt;br /&gt;
&lt;br /&gt;
2.  The character&#039;s Trading Bonus modifies this, by adding a percentage multiplier to the base value.  Non-Traders have a 0% Trading bonus and don&#039;t ever change.  Traders have an inherent bonus that raises their base setting higher than 0%.&lt;br /&gt;
&lt;br /&gt;
3.  This is then further modified by a random +/- 10% in discrete 1% increments (accurate to at least 2 decimal places, such as 122.00xxxx%), easily confirmable with single gems/hides, tied/lumpy bundles, or tied gem pouches.  However, in untied gem pouches, EACH gem gets a separate offer, so the % bonus is not a clean discreet percentage.  But it can still be useful for making a rough guess to a Trader&#039;s bonus with little work of finding the precise bonus level, particularly if the gems are of fairly uniform value, as an untied gem pouch is 70 offerings rolled into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an example, presume a hypothetical tied gem pouch worth precisely 100,000 kronar (10 plat kronar) when appraised certainly and exactly.  When a non-Trader has an NPC gembuyer make an offer on it, they will see a range from 90-110% of the appraisal.  That is, offers from 90000 to 110000 kronar, in increments of 1000 kronar (9 plat, 9.1 plat, etc., up to 11 plat).&lt;br /&gt;
&lt;br /&gt;
According to the &amp;lt;s&amp;gt;table of data&amp;lt;/s&amp;gt; formulas below, a 71st Circle Trader with 60 Charisma, 394 Trading, and 331 Appraisal has a bonus of 40%, and a bonus of 50% when under the effects of Finesse bonus.  This Trader, with the same pouch, would see offers ranging from 13 to 15 plat in 1000 kronar increments (30% to 50%).  If that Trader uses Finesse when selling, the offers can range from 14 plat to as high as 16 plat. (+/- 10% from a 50% base)&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
The formula for the Trader bonus for selling is known to be a complicated function, the exact formulas of which has been determined.&lt;br /&gt;
&lt;br /&gt;
It is what is known as a piecewise linear function, where the function changes over the domain, and each piece is a straight line.  That, plus the random modifier, made it difficult to pin down a precise formula.&lt;br /&gt;
&lt;br /&gt;
The player of [[Naniaki]] collected data over a period of years using 7-8 Trader alts (All but 2 below 40th), plus help from the player of Navesi (Aside from a good bit of more data, Navesi&#039;s experiences gave the realization that Naniaki&#039;s running assumptions at the time had to be wrong for grossly misfitting his own data, which gave the impetus for more research) and some others.  It also helped to use Charisma reset potions a few times to get data over a wide range of Charisma value with little change, or to go back for specific points.&lt;br /&gt;
&lt;br /&gt;
Tables were constructed in Open Office Calc and formulas reverse-engineered to fit known data, with refinements as new data was obtained.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Primary Formula===&lt;br /&gt;
The primary formula, or the domain for the piece-wise function, is current/modified charisma times the sum of Trading and Appraisal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Current Charisma*(Trading+Appraisal) = X.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This X is to be plugged into the piecewise functions.  Y is the resulting bonus, before Spec Finesse modifier (covered below).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Piece-wise Formulas===&lt;br /&gt;
The first formula is for X equal to or less than 2100.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = (X/210)&amp;lt;/b&amp;gt;, rounded down.&amp;lt;br&amp;gt;This goes on from 0% to 10% bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second step is for X greater than 2100 but equal to or less than 8400.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = (X/350)+1&amp;lt;/b&amp;gt;, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
This formula results in a bonus ranging from 7% to 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
By the formulas, it is possible to drop from the 10% to 7% as you move from the first step to the second step, and it does indeed happen, although the certainly apprentice Trader likely doesn&#039;t realize it happens because of a combination of the random modifier and lacking the skills to get certain appraisals of the object in question.  It was quite a shock when first recorded.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The third formula covers all possibilities of X greater than 8400.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = ((X+444)/2211)+21&amp;lt;/b&amp;gt;, rounded down&amp;lt;br&amp;gt;&lt;br /&gt;
This covers a range from 25% to at least 50%, and perhaps beyond if not for caps.&amp;lt;br&amp;gt;&lt;br /&gt;
444 is correct, as 445 did not cause a rollover to the next point, but not tested at adjacent points.&lt;br /&gt;
&lt;br /&gt;
===(Speculate) Finesse===&lt;br /&gt;
Finesse is composed of two parts:&amp;lt;br&amp;gt;&lt;br /&gt;
1.  a Charisma bonus that is used in the primary formula.&amp;lt;br&amp;gt;&lt;br /&gt;
2.  A direct bonus added to Y, of Circle/10, rounded down.&lt;br /&gt;
&lt;br /&gt;
=== Formula Calculation Example ===&lt;br /&gt;
&lt;br /&gt;
Assume a 40th Trader of 40 Charisma, 200 Trading and 160 Appraisal.  This would be an X of 40*(200+160), or 14,440.  Plug 14,440 into the step function of ((14,440-444)/2211)+21, and get 6.33+21, or 27% when rounded down.  They will see offers randing from 17% to 37%.&lt;br /&gt;
&lt;br /&gt;
If using Spec Finesse, let&#039;s hypothesize the modified Charisma is 40+8, so it would be 48*(200+160), or 17,280.  The results of the step function would be 7.61+21, or 28% when rounded down.  However, the Trader adds 4% directly to the bonus for being 40th Circle, and so the final bonus is 32%.  Whatever they&#039;re having an NPC make an offer on, it can range from 22% to 42%.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Information===&lt;br /&gt;
&lt;br /&gt;
Gem pouches can start to be sold at X = 2100 or higher.  For most Traders, this is probably basically 20 Charisma and a total of 105 ranks between Trading and Appraisal.&amp;lt;br&amp;gt;&lt;br /&gt;
Below this, the Trader gets told they don&#039;t have enough standing to sell gems in bulk.  Doesn&#039;t affect bundles of course, since anyone can sell those, and Traders just get the extra income.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
NPC buyers subject a flat cap of 60% to selling, no matter how high the bonus may be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Trader bonus itself appears to be capped at 50%.  However, the direct bonus from Speculate Finesse bypasses this cap.&amp;lt;br&amp;gt;&lt;br /&gt;
For illustration, Naniaki has been seeing 40%-60% standard offers for almost 6 years despite ever increasing Trading and Appraisal ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
However, when using Finesse, he NEVER sees an offer below 56% (currently 165th circle).&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, he&#039;s at an apparent 50% cap under normal circumstance, but under Finesse conditions he&#039;s effectively getting 50%+16%=66%+/-10%, which yields 56% to the 60% cutoff.&lt;br /&gt;
&lt;br /&gt;
== Tables ==&lt;br /&gt;
&lt;br /&gt;
While no longer necessary, these are included for completeness.  contact Naniaki if you want a copy of the Calc worksheets with all the hard data, formulas, and notes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus&lt;br /&gt;
! Known Minimum Points&lt;br /&gt;
! Known Maximum Points&lt;br /&gt;
! Error (Min-previous Max)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 210&lt;br /&gt;
| 418&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 420&lt;br /&gt;
| 629&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 630&lt;br /&gt;
| 830&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 840&lt;br /&gt;
| 1040&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1060&lt;br /&gt;
| 1240&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1260&lt;br /&gt;
| 1460&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 1470&lt;br /&gt;
| 1659&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 1680&lt;br /&gt;
| 1880&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 1890&lt;br /&gt;
| 2079&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2100&lt;br /&gt;
| &lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus&lt;br /&gt;
! Known Minimum Points&lt;br /&gt;
! Known Maximum Points&lt;br /&gt;
! Error (Min-previous Max)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2101&lt;br /&gt;
| 2449&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2450&lt;br /&gt;
| 2794&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2800&lt;br /&gt;
| 3146&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3150&lt;br /&gt;
| 3475&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 3510&lt;br /&gt;
| 3753&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 3850&lt;br /&gt;
| 4158&lt;br /&gt;
| 97&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 4200&lt;br /&gt;
| 4536&lt;br /&gt;
| 42&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4550&lt;br /&gt;
| 4899&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 4900&lt;br /&gt;
| 5075&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 5250&lt;br /&gt;
| 5425&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5600&lt;br /&gt;
| 5775&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5950&lt;br /&gt;
| 6125&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 6300&lt;br /&gt;
| 6475&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6650&lt;br /&gt;
| 6825&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| 7000&lt;br /&gt;
| 7320&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| 7350&lt;br /&gt;
| 7945&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 8022&lt;br /&gt;
| 8041&lt;br /&gt;
| 77&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 8066&lt;br /&gt;
| 8399&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 8400&lt;br /&gt;
| 10582&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| 10619&lt;br /&gt;
| 12789&lt;br /&gt;
| 37&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 13356&lt;br /&gt;
| 15028&lt;br /&gt;
| 567&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| 15062&lt;br /&gt;
| 17238&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| 17306&lt;br /&gt;
| 19448&lt;br /&gt;
| 68&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 19480&lt;br /&gt;
| 21201&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| 21774&lt;br /&gt;
| 23875&lt;br /&gt;
| 573&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| 23900&lt;br /&gt;
| 25893&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| 26352&lt;br /&gt;
| 28077&lt;br /&gt;
| 459&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| 28304&lt;br /&gt;
| 30369&lt;br /&gt;
| 227&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| 30688&lt;br /&gt;
| 32606&lt;br /&gt;
| 319&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 32850&lt;br /&gt;
| 34524&lt;br /&gt;
| 244&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| 35055&lt;br /&gt;
| 37140&lt;br /&gt;
| 531&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| 37170&lt;br /&gt;
| 39300&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| 39360&lt;br /&gt;
| 41548&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 41580&lt;br /&gt;
| 43757&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| 43778&lt;br /&gt;
| 45780&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| 46013&lt;br /&gt;
| 48060&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| 48909&lt;br /&gt;
| 50160&lt;br /&gt;
| 849&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| 50827&lt;br /&gt;
| 51940&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 52920&lt;br /&gt;
| 54824&lt;br /&gt;
| 980&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| 54880&lt;br /&gt;
| 56840&lt;br /&gt;
| 56&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| 57240&lt;br /&gt;
| 58800&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| 59280&lt;br /&gt;
| 60600&lt;br /&gt;
| 480&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| 61620&lt;br /&gt;
| 62975&lt;br /&gt;
| 1020&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 63840&lt;br /&gt;
| &lt;br /&gt;
| 865&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Starlight_Aura&amp;diff=501714</id>
		<title>Talk:Starlight Aura</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Starlight_Aura&amp;diff=501714"/>
		<updated>2019-03-28T06:14:27Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full Aura Messaging !! Lunar Magic Ranks&lt;br /&gt;
|- &lt;br /&gt;
| The smallest hint of starlight flickers within your aura. || 0&lt;br /&gt;
|- &lt;br /&gt;
| A bare flicker of starlight plays within your aura. || 100&lt;br /&gt;
|-  &lt;br /&gt;
| A faint amount of starlight illuminates your aura. || 200&lt;br /&gt;
|-  &lt;br /&gt;
| Your aura pulses slowly with starlight. || 300??&lt;br /&gt;
|-  &lt;br /&gt;
| A steady pulse of starlight runs through your aura. || 401??&lt;br /&gt;
|-  &lt;br /&gt;
| Starlight dances vividly across the confines of your aura. || 501??&lt;br /&gt;
|-  &lt;br /&gt;
| Strong pulses of starlight flare within your aura. || ???&lt;br /&gt;
|-  &lt;br /&gt;
| Your aura seethes with brilliant starlight. || ???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Starlight_Aura&amp;diff=501713</id>
		<title>Talk:Starlight Aura</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Starlight_Aura&amp;diff=501713"/>
		<updated>2019-03-28T06:14:07Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Noticed vivid dancing at 506 PM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full Aura Messaging !! Lunar Magic Ranks&lt;br /&gt;
|- &lt;br /&gt;
| The smallest hint of starlight flickers within your aura. || 0&lt;br /&gt;
|- &lt;br /&gt;
| A bare flicker of starlight plays within your aura. || 100&lt;br /&gt;
|-  &lt;br /&gt;
| A faint amount of starlight illuminates your aura. || 200&lt;br /&gt;
|-  &lt;br /&gt;
| Your aura pulses slowly with starlight. || 300??&lt;br /&gt;
|-  &lt;br /&gt;
| A steady pulse of starlight runs through your aura. || 401??&lt;br /&gt;
|-  &lt;br /&gt;
| Starlight dances vividly across the confines of your aura. || 501&lt;br /&gt;
|-  &lt;br /&gt;
| Strong pulses of starlight flare within your aura. || ???&lt;br /&gt;
|-  &lt;br /&gt;
| Your aura seethes with brilliant starlight. || ???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=500724</id>
		<title>Trader gem selling bonus</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=500724"/>
		<updated>2019-03-03T21:28:12Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Tightened the range on third piece.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trader]] bonus is used to increase the coin gained from when the Trader personally sells gems or skins, whether individually or in open, closed, or tied gem pouches or bundles.  This bonus is based upon a Trader&#039;s [[Charisma]], as well as their [[Trading]] and [[Appraisal]] skill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When a Trader unlocks the ability depends on that stat and skills, there&#039;s no set or minimum circle.  However, it will generally be about 15th circle.  The exact formulas are below.&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
&lt;br /&gt;
1.  When a Player Character attempts to sell a gem or skin to an NPC buyer, the base appraisal value (as seen with an accurate and precise appraisal) is the starting base value of the item.&lt;br /&gt;
&lt;br /&gt;
2.  The character&#039;s Trading Bonus modifies this, by adding a percentage multiplier to the base value.  Non-Traders have a 0% Trading bonus and don&#039;t ever change.  Traders have an inherent bonus that raises their base setting higher than 0%.&lt;br /&gt;
&lt;br /&gt;
3.  This is then further modified by a random +/- 10% in discrete 1% increments (accurate to at least 2 decimal places, such as 122.00xxxx%), easily confirmable with single gems/hides, tied/lumpy bundles, or tied gem pouches.  However, in untied gem pouches, EACH gem gets a separate offer, so the % bonus is not a clean discreet percentage.  But it can still be useful for making a rough guess to a Trader&#039;s bonus with little work of finding the precise bonus level, particularly if the gems are of fairly uniform value, as an untied gem pouch is 70 offerings rolled into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an example, presume a hypothetical tied gem pouch worth precisely 100,000 kronar (10 plat kronar) when appraised certainly and exactly.  When a non-Trader has an NPC gembuyer make an offer on it, they will see a range from 90-110% of the appraisal.  That is, offers from 90000 to 110000 kronar, in increments of 1000 kronar (9 plat, 9.1 plat, etc., up to 11 plat).&lt;br /&gt;
&lt;br /&gt;
According to the &amp;lt;s&amp;gt;table of data&amp;lt;/s&amp;gt; formulas below, a 71st Circle Trader with 60 Charisma, 394 Trading, and 331 Appraisal has a bonus of 40%, and a bonus of 50% when under the effects of Finesse bonus.  This Trader, with the same pouch, would see offers ranging from 13 to 15 plat in 1000 kronar increments (30% to 50%).  If that Trader uses Finesse when selling, the offers can range from 14 plat to as high as 16 plat. (+/- 10% from a 50% base)&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
The formula for the Trader bonus for selling is known to be a complicated function, the exact formulas of which has been determined.&lt;br /&gt;
&lt;br /&gt;
It is what is known as a piecewise linear function, where the function changes over the domain, and each piece is a straight line.  That, plus the random modifier, made it difficult to pin down a precise formula.&lt;br /&gt;
&lt;br /&gt;
The player of [[Naniaki]] collected data over a period of years using 7-8 Trader alts (All but 2 below 40th), plus help from the player of Navesi (Aside from a good bit of more data, Navesi&#039;s experiences gave the realization that Naniaki&#039;s running assumptions at the time had to be wrong for grossly misfitting his own data, which gave the impetus for more research) and some others.  It also helped to use Charisma reset potions a few times to get data over a wide range of Charisma value with little change, or to go back for specific points.&lt;br /&gt;
&lt;br /&gt;
Tables were constructed in Open Office Calc and formulas reverse-engineered to fit known data, with refinements as new data was obtained.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Primary Formula===&lt;br /&gt;
The primary formula, or the domain for the piece-wise function, is current/modified charisma times the sum of Trading and Appraisal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Current Charisma*(Trading+Appraisal) = X.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This X is to be plugged into the piecewise functions.  Y is the resulting bonus, before Spec Finesse modifier (covered below).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Piece-wise Formulas===&lt;br /&gt;
The first formula is for X equal to or less than 2100.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = (X/210)&amp;lt;/b&amp;gt;, rounded down.&amp;lt;br&amp;gt;This goes on from 0% to 10% bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second step is for X greater than 2100 but equal to or less than 8400.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = (X/350)+1&amp;lt;/b&amp;gt;, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
This formula results in a bonus ranging from 7% to 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
By the formulas, it is possible to drop from the 10% to 7% as you move from the first step to the second step, and it does indeed happen, although the certainly apprentice Trader likely doesn&#039;t realize it happens because of a combination of the random modifier and lacking the skills to get certain appraisals of the object in question.  It was quite a shock when first recorded.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The third formula covers all possibilities of X greater than 8400.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = ((X+444)/2211)+21&amp;lt;/b&amp;gt;, rounded down&amp;lt;br&amp;gt;&lt;br /&gt;
This covers a range from 25% to at least 50%, and perhaps beyond if not for caps.&amp;lt;br&amp;gt;&lt;br /&gt;
Actually, it is still not known PRECISELY, but the slope or divisor (2211) is correct.  The adjusting value (the 444) was chosen as it provides an intercept of the second formula at 8400.  It is accurate to within 2 points.  It could be as low as 446 or as high as 444 and still fit all known data.  It&#039;s very hard to find practical combinations of Charisma, Trading, and Appraisal that can eliminate the uncertainty, there&#039;s few specific possibilities to try for, and would require hours of additional training and possibly respecing Charisma.  Furthermore, the inherent error is relatively small.  Therefore, this author feels it is not worthwhile to eliminate the small uncertainty.  Others might be closer to those points and wish to try for them.&lt;br /&gt;
&lt;br /&gt;
===(Speculate) Finesse===&lt;br /&gt;
Finesse is composed of two parts:&amp;lt;br&amp;gt;&lt;br /&gt;
1.  a Charisma bonus that is used in the primary formula.&amp;lt;br&amp;gt;&lt;br /&gt;
2.  A direct bonus added to Y, of Circle/10, rounded down.&lt;br /&gt;
&lt;br /&gt;
=== Formula Calculation Example ===&lt;br /&gt;
&lt;br /&gt;
Assume a 40th Trader of 40 Charisma, 200 Trading and 160 Appraisal.  This would be an X of 40*(200+160), or 14,440.  Plug 14,440 into the step function of ((14,440-444)/2211)+21, and get 6.33+21, or 27% when rounded down.  They will see offers randing from 17% to 37%.&lt;br /&gt;
&lt;br /&gt;
If using Spec Finesse, let&#039;s hypothesize the modified Charisma is 40+8, so it would be 48*(200+160), or 17,280.  The results of the step function would be 7.61+21, or 28% when rounded down.  However, the Trader adds 4% directly to the bonus for being 40th Circle, and so the final bonus is 32%.  Whatever they&#039;re having an NPC make an offer on, it can range from 22% to 42%.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Information===&lt;br /&gt;
&lt;br /&gt;
Gem pouches can start to be sold at X = 2100 or higher.  For most Traders, this is probably basically 20 Charisma and a total of 105 ranks between Trading and Appraisal.&amp;lt;br&amp;gt;&lt;br /&gt;
Below this, the Trader gets told they don&#039;t have enough standing to sell gems in bulk.  Doesn&#039;t affect bundles of course, since anyone can sell those, and Traders just get the extra income.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
NPC buyers subject a flat cap of 60% to selling, no matter how high the bonus may be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Trader bonus itself appears to be capped at 50%.  However, the direct bonus from Speculate Finesse bypasses this cap.&amp;lt;br&amp;gt;&lt;br /&gt;
For illustration, Naniaki has been seeing 40%-60% standard offers for almost 6 years despite ever increasing Trading and Appraisal ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
However, when using Finesse, he NEVER sees an offer below 56% (currently 165th circle).&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, he&#039;s at an apparent 50% cap under normal circumstance, but under Finesse conditions he&#039;s effectively getting 50%+16%=66%+/-10%, which yields 56% to the 60% cutoff.&lt;br /&gt;
&lt;br /&gt;
== Tables ==&lt;br /&gt;
&lt;br /&gt;
While no longer necessary, these are included for completeness.  contact Naniaki if you want a copy of the Calc worksheets with all the hard data, formulas, and notes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus&lt;br /&gt;
! Known Minimum Points&lt;br /&gt;
! Known Maximum Points&lt;br /&gt;
! Error (Min-previous Max)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 210&lt;br /&gt;
| 418&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 420&lt;br /&gt;
| 629&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 630&lt;br /&gt;
| 830&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 840&lt;br /&gt;
| 1040&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1060&lt;br /&gt;
| 1240&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1260&lt;br /&gt;
| 1460&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 1470&lt;br /&gt;
| 1659&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 1680&lt;br /&gt;
| 1880&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 1890&lt;br /&gt;
| 2079&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2100&lt;br /&gt;
| &lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus&lt;br /&gt;
! Known Minimum Points&lt;br /&gt;
! Known Maximum Points&lt;br /&gt;
! Error (Min-previous Max)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2101&lt;br /&gt;
| 2449&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2450&lt;br /&gt;
| 2794&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2800&lt;br /&gt;
| 3146&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3150&lt;br /&gt;
| 3475&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 3510&lt;br /&gt;
| 3753&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 3850&lt;br /&gt;
| 4158&lt;br /&gt;
| 97&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 4200&lt;br /&gt;
| 4536&lt;br /&gt;
| 42&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4550&lt;br /&gt;
| 4899&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 4900&lt;br /&gt;
| 5075&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 5250&lt;br /&gt;
| 5425&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5600&lt;br /&gt;
| 5775&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5950&lt;br /&gt;
| 6125&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 6300&lt;br /&gt;
| 6475&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6650&lt;br /&gt;
| 6825&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| 7000&lt;br /&gt;
| 7320&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| 7350&lt;br /&gt;
| 7945&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 8022&lt;br /&gt;
| 8041&lt;br /&gt;
| 77&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 8066&lt;br /&gt;
| 8399&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 8400&lt;br /&gt;
| 10582&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| 10619&lt;br /&gt;
| 12789&lt;br /&gt;
| 37&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 13356&lt;br /&gt;
| 15028&lt;br /&gt;
| 567&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| 15062&lt;br /&gt;
| 17238&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| 17306&lt;br /&gt;
| 19448&lt;br /&gt;
| 68&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 19480&lt;br /&gt;
| 21201&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| 21774&lt;br /&gt;
| 23875&lt;br /&gt;
| 573&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| 23900&lt;br /&gt;
| 25893&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| 26352&lt;br /&gt;
| 28077&lt;br /&gt;
| 459&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| 28304&lt;br /&gt;
| 30369&lt;br /&gt;
| 227&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| 30688&lt;br /&gt;
| 32606&lt;br /&gt;
| 319&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 32850&lt;br /&gt;
| 34524&lt;br /&gt;
| 244&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| 35055&lt;br /&gt;
| 37140&lt;br /&gt;
| 531&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| 37170&lt;br /&gt;
| 39300&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| 39360&lt;br /&gt;
| 41548&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 41580&lt;br /&gt;
| 43757&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| 43778&lt;br /&gt;
| 45780&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| 46013&lt;br /&gt;
| 48060&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| 48909&lt;br /&gt;
| 50160&lt;br /&gt;
| 849&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| 50827&lt;br /&gt;
| 51940&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 52920&lt;br /&gt;
| 54824&lt;br /&gt;
| 980&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| 54880&lt;br /&gt;
| 56840&lt;br /&gt;
| 56&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| 57240&lt;br /&gt;
| 58800&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| 59280&lt;br /&gt;
| 60600&lt;br /&gt;
| 480&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| 61620&lt;br /&gt;
| 62975&lt;br /&gt;
| 1020&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 63840&lt;br /&gt;
| &lt;br /&gt;
| 865&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Starlight_Aura&amp;diff=500155</id>
		<title>Talk:Starlight Aura</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Starlight_Aura&amp;diff=500155"/>
		<updated>2019-01-29T07:13:53Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full Aura Messaging !! Lunar Magic Ranks&lt;br /&gt;
|- &lt;br /&gt;
| The smallest hint of starlight flickers within your aura. || 0&lt;br /&gt;
|- &lt;br /&gt;
| A bare flicker of starlight plays within your aura. || 100&lt;br /&gt;
|-  &lt;br /&gt;
| A faint amount of starlight illuminates your aura. || 212??&lt;br /&gt;
|-  &lt;br /&gt;
| Your aura pulses slowly with starlight. || 300??&lt;br /&gt;
|-  &lt;br /&gt;
| A steady pulse of starlight runs through your aura. || 401??&lt;br /&gt;
|-  &lt;br /&gt;
| Starlight dances vividly across the confines of your aura. || ???&lt;br /&gt;
|-  &lt;br /&gt;
| Strong pulses of starlight flare within your aura. || ???&lt;br /&gt;
|-  &lt;br /&gt;
| Your aura seethes with brilliant starlight. || ???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=489197</id>
		<title>Rhoat moda</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rhoat_moda&amp;diff=489197"/>
		<updated>2018-07-17T08:06:17Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Rhoat Moda&lt;br /&gt;
|MinCap=190&lt;br /&gt;
|MaxCap=280&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31c | Pejek Bog (31c)}}&lt;br /&gt;
|Skin Name=a moda tongue&lt;br /&gt;
|Skin Type=tongue&lt;br /&gt;
|RequiredRanks=&amp;gt;148&lt;br /&gt;
|MaxArrangedVal=&amp;gt;495 lirums&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The rhoat moda is bulbous and lumpy in peculiar places under its rubbery greenish hide where massive muscles for jumping and leverage flex and relax at curious intervals.  Its mouth is wide with a sinister upward curl that never quite reaches the unblinking eyes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Standard Bard, training defenses+cyclic TM.  I find these slightly harder than Hulking Barghest, but lot of overlap.  When first hunting both about 225 defenses, these would cause wounds while barghest would not.  Furthermore, while both still lock tert defenses above 300 ranks, Moda still lock secondary TM at 272 ranks presently, while Barghest are only dabbling.  Would suggest waiting probably 15-20 ranks after starting barghest before coming here. 7/17/18&lt;br /&gt;
&lt;br /&gt;
===Area===&lt;br /&gt;
The moda are in a [[Premium]] only hunting area.&lt;br /&gt;
Moda only appear during the day in this area.  At night, the Unyn appear.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Moda can attack with their tongues.  Some of their tongue attacks inject an extremely potent poison.  The pulse rate of the poison is very rapid.  Be cautious if poisoned by these attacks, and seek assistance quickly if you&#039;re unable to flush the poison or otherwise combat it.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Telescope_case_fashioned_from_a_scrimshaw_tube_with_gold_end_caps&amp;diff=489192</id>
		<title>Item:Telescope case fashioned from a scrimshaw tube with gold end caps</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Telescope_case_fashioned_from_a_scrimshaw_tube_with_gold_end_caps&amp;diff=489192"/>
		<updated>2018-07-16T19:56:01Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=This tube of ivory panels is flawlessly etched and tinted with the vivid image of batlike winged furry kittens seated in six chairs about a high table in the center of a rounded chamber.  Some strange soft black fur lines the interior of the tube, providing protection from jarring.&lt;br /&gt;
Read:  The Lunar Disaccord.&lt;br /&gt;
|MTag=scrimshaw,ivory,gold&lt;br /&gt;
|CTag=gold&lt;br /&gt;
|type=container&lt;br /&gt;
|type2=moon mage style&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|weight=15&lt;br /&gt;
|appcost=62500&lt;br /&gt;
|lsize=2&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=15&lt;br /&gt;
|iwsize=8&lt;br /&gt;
|ihsize=8&lt;br /&gt;
|csize=30&lt;br /&gt;
|source=Konezu&#039;s Lenses&lt;br /&gt;
|cost=50,000 Lirums&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Sinuous_breastplate&amp;diff=489189</id>
		<title>Armor:Sinuous breastplate</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Sinuous_breastplate&amp;diff=489189"/>
		<updated>2018-07-16T16:11:42Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|newarmorapp=Yes&lt;br /&gt;
|noun=breastplate&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=white,grey,tan,red,pink,golden,green,azure,dark,black,silvery,brown,crimson,orange,yellow,aqua,purple,coral&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen&lt;br /&gt;
|hindrance=fair&lt;br /&gt;
|stealth=light&lt;br /&gt;
|absorbance=good&lt;br /&gt;
|puncture=moderate&lt;br /&gt;
|slice=moderate&lt;br /&gt;
|impact=very good&lt;br /&gt;
|fire=low&lt;br /&gt;
|cold=fair&lt;br /&gt;
|electric=moderate&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=170&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|appcost=112&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Color Variations==&lt;br /&gt;
Demiciil&#039;s Armory: White, Grey, Tan, Red, Pink, Golden, Green, Azure, Dark, Black, Silvery, Brown, Crimson, Orange, Yellow, Aqua, Purple, Coral&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader&amp;diff=489106</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader&amp;diff=489106"/>
		<updated>2018-07-16T12:15:20Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Evasion was missing from Nth skill list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;New to the game? You may want to check out the [[Trader new player guide|new player guide for this guild]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{guild infobox|guild=Trader|image=Small_trader_300.jpg&lt;br /&gt;
|skill1=Lore|skill2a=Survival|skill2b=Armor|skill3a=Weapon|skill3b=Magic&lt;br /&gt;
|abilities=Caravans, Trading,&amp;lt;br&amp;gt;Market Advantages&lt;br /&gt;
|mana=Lunar}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traders&#039;&#039;&#039; are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most (in)famous figure among Traders was [[Arnile|Arnile Hanskwin]], Syndic of the Trader&#039;s Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:TraderCrest.jpg|thumb|&#039;&#039;&#039;Guild crest:&#039;&#039;&#039; A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond]]Information courtesy of [http://www.play.net/dr/info/guilds/trader.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
:The distinguished Trader Guildleader [[Ansprahv]] advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
:Inside Riverhaven&#039;s large guild hall, the noble Guild Leader [[Willowbrook]] instructs her students in commerce and finance.&lt;br /&gt;
; [[Muspar&#039;i]]&lt;br /&gt;
:A grand guildhall set in the Desert City.  The Guild Leader [[Kworlin]] oversees commerce in the northern most part of Elanthia.&lt;br /&gt;
; [[Shard]]&lt;br /&gt;
:Guild Leader [[Cialen]] administrates guild business from his office in opulent Brickwell Tower.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Guild Leader [[Imaar]] presides over the guildhall here.&lt;br /&gt;
; [[Aesry|Aesry Surlaenis&#039;a]]&lt;br /&gt;
:The capable Guild Leader [[Seranda]] oversees sea trade at the Surlaenis exchange.&lt;br /&gt;
; [[Hibarnhvidar|Outer Hibarnhvidar]]&lt;br /&gt;
:The shrewd Guild Leader [[Raelem]] took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Trader]]&#039;s primary [[Guilds#Skill_Sets|skillset]] is {{catskill|Lore}}.  {{Catskill|Survival}} and {{catskill|Armor}} are secondary skillsets, with {{Catskill|Magic}} and {{Catskill|Weapon}} as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, Traders tend to be:&lt;br /&gt;
{|&lt;br /&gt;
| [[:Category:Human|Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elothean|Elothean]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 22%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elf|Elven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Prydaen|Prydaen]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded traders receive two free technique slot in the [[Blacksmithing discipline]] of the [[Forging skill]] and one free technique slot in the [[Artistry discipline]] of the [[Outfitting skill]].&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
NOTE: Reading a contract and/or commodity board sends the output to the Familiar Window. If you do not see any information within the game, check that window. If you would like it sent to the Story window, make sure to close the Familiar Window.&lt;br /&gt;
&lt;br /&gt;
===What You Should Know===&lt;br /&gt;
Becoming a successful trader takes patience and perseverance; regardless of what you do you probably won&#039;t be rich for quite some time.  There are a lot of steps that should be taken and a lot of training one must do before he will attain a large sum of wealth.&lt;br /&gt;
&lt;br /&gt;
In my opinion, Traders are the bravest people in all the provinces.  It doesn&#039;t take much courage to be all armored up and weapons gleaming, hurling spells, knowing you can take out anything that crosses your path.  But it takes nerve to stand there calmly while an enemy that you *know* can kill you in one hit advances on you as you wait for your caravan to move on or your pack animal to catch up&lt;br /&gt;
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===Tips and Methods===&lt;br /&gt;
&lt;br /&gt;
For the early circles I would recommend foraging branches and selling them to [[Mags]] at the Mongers&#039; Bazaar in Crossing.  This will lock your trading and make you a little coin at the same time.  She should buy up to around 5 golds&#039; worth, but it varies.  Using caravans is a terrible idea for a newcomer.  The transportation fees alone will be more than you&#039;re making.  It will take some time before you can use them at a profit and even longer to make the profit seem worthwhile.&lt;br /&gt;
&lt;br /&gt;
===Advancing in the Guild===&lt;br /&gt;
&lt;br /&gt;
After your initial training there are a few different methods that you could use in order to train.  Even though hunting isn&#039;t a strong point of a trader be sure that you still have a healthy dose of it as you will need it to advance in the armor requirements of the guild.  On top of that, you will have your survival training; this and lore can be done in a number of ways.  One way utilized by many traders is to train while following your caravan to different locations.  Though its not a constant, it will allow you to gain experience in these fields while gaining the trading ranks that we all love!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Contract Trading&#039;&#039;&#039;-  This is a form of trading that will not reap good benefits for quite some time, however if done on a constant basis it can provide a good and steady flow of experience in the trading field.  If you&#039;re going to start contract trading at an early circle it is recommended you use the pack animals rather than caravans.  This is inconvenient since you can&#039;t have them lead you, but a caravan will be too expensive to afford.  The longer you do this the more you will be capable of making.  When you feel that you are at a sufficient amount then you can switch to caravans.  Transportation fees are charged for each shipment so be sure you can afford to pay it!  It takes a while but eventually you will notice more and more money building up, however don&#039;t get too excited because you wont ever reach a state where you have an unlimited flow of money.  It&#039;s a fatal mistake to think that huge traders have unlimited amounts of money and is also the reason many traders quit after a period of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Commodity Trading&#039;&#039;&#039;- This form of trading can be used at a younger age with significantly less risk.  This is also another great way to lock trading, buying goods from certain outpost and selling them at another.  However, the entire risk is on you when you use this method.  To trade commodities just go into the Crossing, Arthe Dale or Leth Deriel trader outpost and read the commodity boards.  They will list the items they have and their prices.  Beside the item will be a word such as &amp;quot;surplus&amp;quot;.  This refers to the amount they have on hand currently.  Be sure to be careful what you buy because if an outpost has a surplus then they will not take any more of that product.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Pawnshop&#039;&#039;&#039;- Selling off items to any pawnshop will grant considerable trading experience at low ranks.  More experience is granted for higher value items, and there appears to be no limit to how many times you can gain field experience this way.  The trick to training with this method is to find a reliable source of items with a high enough value to teach for your ranks.  If your trader is training stealing you can simply sell off the stolen goods.  Also, many creatures drop weapons, armor, or fluff items that can be pawned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Crafting Society Workorders&#039;&#039;&#039;- Traders now gain experience in Trading when they turn in completed workorders at any crafting society.  The experience granted depends on the difficulty of the items you made for the workorder.  This can be an effective way to train trading and other lores, such as mech lore and appraisal.  Also, the crafting books used in this process can be studied for scholarship experience as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Other Methods&#039;&#039;&#039;- Most of the following methods usually can&#039;t be used as consistent modes of training, but can be useful if you find someone in need of the service.  Selling pouches is actually a very quick way to lock the trading of any trader.  However, this is dependent upon people needing pouches sold.  If you get the chance, however, it&#039;s a good way to train.  Your charisma and trading skill will determine the amount you are capable of receiving for your pouches.  Most traders gain this ability around circle 12. Selling bundles is also another way to train.  This isn&#039;t as effective as pouches and generally isn&#039;t as common, but it can still work.  Also, with the new teaching system, if you can find a trader in the market tents who will be around a while to teach, a class can also benefit you greatly.  You can also train up certain lore and survival skills while sitting and listening, so take advantage and utilize your time to its fullest extent.  Obviously this will not yield you any profit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Low Level Methods&#039;&#039;&#039;- The best way to learn trading for the first few circles is to forage sticks or branches and sell them to Mags in the Crossing. This works until you have sold 5-6 gold worth of wood. Be sure to stop selling when trading is locked or you will miss out on potential exp. Once you can kill goblins out the west gate of the Crossing, use the loot all option and sell equipment - shields, weapons, and metal body armor sell the best. Finally, completing some type of tasks rewards trading experience. Foraging tasks from Mags are a great way to supplement the experience from other sources.&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities and Breakdowns==&lt;br /&gt;
&lt;br /&gt;
===[[:Category:Lunar Magic|Lunar Magic]]===&lt;br /&gt;
Released on December 25, 2017, Traders can have access to [[:Category:Trader_spells|spells]] in the [[:Category:Fabrication spellbook|Fabrication]], [[:Category:Illusion spellbook|Illusion]], and [[:Category:Noematics spellbook|Noematics]] spellbooks.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Trader spells|Trader spells]]&lt;br /&gt;
&lt;br /&gt;
[[File:Trader_Spells.png|700px|center]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rentable Pack Animals and Caravans===&lt;br /&gt;
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild.  To rent a caravan simply go to the room with the clerk and RENT CARAVAN.  The initial cost is 400 kronars at any Zoluren outpost.  If you accidentally start a contract or shipment without a caravan you will automatically be defaulted to a pack animal.  You may upgrade this by simply asking to rent a caravan.  A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault.  If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented. Trading contracts cannot be canceled, but they can expire. If your contract expires before you can deliver the goods you can still give it to the shipping clerk of the intended destination to have the crates removed from your caravan (though you will not be paid for the delivery). If for some reason you lose the contract and you just have crates piled up on your caravan that you want to remove you can PUSH CRATE ON CARAVAN so the one you want to get rid of is listed first when you look at the caravan. Then you can PULL CRATE ON CARAVAN to dump it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trade Route Justice&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:When a trader catches anyone stealing from them on a trade route they can run to the nearest outpost and accuse the culprit of stealing.  This will allow the guild to send out thugs who will basically beat your thief to near death and leave him there.  Be careful though because this ability cannot be used if they are not caught on a trade route.  Meaning if you are in the grasslands out past the west gate or in town traveling to the NRT then you won&#039;t be able to accuse.  &lt;br /&gt;
::Syntax: [[Accuse_command|ACCUSE]] &amp;lt;person&amp;gt; - see the list of current [[Trade Route|Outpost Locations]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Drivers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:One of the more often used abilities of a [[caravan]] is to use it to lead you places.  When doing this you will automatically follow the caravan and stay with it even during round time.  While the caravan is leading you may engage in actions that give a roundtime while still moving with the caravan, making it possible to train other skills at the same time.  You have to be on a trade route for this to work however, the current places you can get led to are as follows: Leth Deriel (Will lead you from the ferry to the Bower Gate, Crossing (will lead to the northeast gate, or to the ferry from Bower Gate), stone clan (will lead to the trail in Beisswurms), Dirge (will lead to the path directly on the trail to the town gate of Dirge).&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;caravan&amp;gt; TO LEAD TO &amp;lt;location&amp;gt; - see the list of current [[Trade Route]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Corpse Hauling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and pack animals can also be used to tie deaders to, this is especially helpful in the fact that it can drag people out of places that people can&#039;t drag out of by hand.  Normally this is the case at the barricade in rocktrolls and the trail in beisswurms. &lt;br /&gt;
&lt;br /&gt;
::This ability is learned from Guild Leader [[Cialen]] in [[Shard]]. (Ask Cialen about corpse)&lt;br /&gt;
&lt;br /&gt;
::Syntax: [[Tie_command|TIE]] &amp;lt;caravan/animal&amp;gt; TO &amp;lt;player&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Loss and Recovery&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late.  When looking for a caravan go to the stable closest to the area the caravan was originally lost in.  Locations are in leth, stone clan, dirge, and crossing.  They will not be the normal stables used to keep horses in.  When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time.  So be careful and take care of those caravans!&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;RECALL CARAVAN&#039;&#039;&#039; in an attempt to remember where they parked. The results can vary based on both the recall ability of the trader and the distance from the caravan. &lt;br /&gt;
&lt;br /&gt;
::Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. This ability does work if the caravan is stabled somewhere; it only works if the caravan is sitting out in a room. To find a stabled caravan, one can either go searching the various stables for it or TRANSFER it to the closest stable.  &lt;br /&gt;
&lt;br /&gt;
::NOTE:  It is not part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Spook&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and Pack Animals have the ability to drag you from combat.  There is a small potential to be hurt from the attempt.&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;pack animal/caravan&amp;gt; SPOOK&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[kregkeirel|Kregkeirels]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Found only on the island of [[Aesry]], these stalwart pack animals are there to assist island Traders with carrying their wares, similar to the storage packing crates found on mainland caravans.  They are rentable at two locations on Aesry by Traders of at least 35th circle. One stable is near the Trader guild hall by the docks, and the other is near the city.&lt;br /&gt;
&lt;br /&gt;
===Player Owned Caravans===&lt;br /&gt;
[[Caravan#Player-owned caravans|Player-owned cavavans]] are custom caravans owned by Traders that can start being built at 25th circle.&lt;br /&gt;
&lt;br /&gt;
===Commodity Trading===&lt;br /&gt;
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces.  Currently there are only three working commodity pits in Elanthia: [[Crossing]], [[Arthe Dale]], and [[Leth Deriel]].&lt;br /&gt;
&lt;br /&gt;
Table of Commodies [[Commodity Trading]]&lt;br /&gt;
&lt;br /&gt;
===Market Advantages===&lt;br /&gt;
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner.  Increased [[Charisma]] also increases profit.&lt;br /&gt;
&lt;br /&gt;
===Trader Markets===&lt;br /&gt;
Traders of at least 20th circle may rent market tables located in [[The Crossing]], [[Riverhaven]], [[Shard]], [[Muspar&#039;i]], [[Aesry]] and the first tier of [[Ratha]]. Traders of at least 30th circle can rent their own [[Trader Owned Shops|Shops]] in the plazas located in [[The Crossing]], [[Riverhaven]] and [[Shard]].  As of the release of the Trader Shops, stalls, which are currently only located in [[The Crossing]], have been closed.&lt;br /&gt;
&lt;br /&gt;
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle or a single Trader at least 10 circles higher than the target must &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  This will also work on fellow Traders if they do not have a table rented in the building.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tables&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, &amp;lt;tt&amp;gt;ASK MONGER FOR TICKET&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty table.  If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant.  Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. &amp;lt;tt&amp;gt;ASK MONGER FOR GOODS&amp;lt;/tt&amp;gt; within 48 hours to recover your items.&lt;br /&gt;
:For more information see [[Trader Market Tables]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stalls&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:With the introduction of Trader Owned Shops, the stalls have been closed, possibly permanently.  The price for a stall is 10 platinum Kronars for 10 days of rental.  Stalls contain three tables, each holding up to twenty items.  All tables may be used immediately upon rental.  To rent a stall, &amp;lt;tt&amp;gt;ASK MONGER FOR STALL&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty stall.  Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item.  To remove an unwelcome guest, &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  You can also &amp;lt;tt&amp;gt;OPEN&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;CLOSE&amp;lt;/tt&amp;gt; a stall while standing outside of it.  Once your rental expires, you must wait 10 days before renting another stall.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trader Owned Shops&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:For more information see [[Player owned shop]].&lt;br /&gt;
&lt;br /&gt;
===Auction Halls===&lt;br /&gt;
Traders of at least 30th circle are able to use the auction halls located in [[The Crossing]], [[Riverhaven]] and the guildhall in [[Ratha]].&lt;br /&gt;
:For more information see [[Trader Auction Halls]].&lt;br /&gt;
&lt;br /&gt;
===Horse Trading===&lt;br /&gt;
Traders of sufficient skill and circle (25) can buy and sell horses with other adventurers.  This ability is most frequently used to facilitate transfer of a horse from one person to another.  Traders also have an [[Horses#Teaching_Adventurers_and_Horses|Instruction Technique]], Advanced Riding, to teach.&lt;br /&gt;
:For more information see [[Trader Horse Brokering]].&lt;br /&gt;
&lt;br /&gt;
===Gem Pouches &amp;amp; Shops===&lt;br /&gt;
Traders of appropriate skill and circle (20 Charisma and 105 total between Trading+Appraisal, generally around 12th-15th Circle) have the unique ability to sell gems in bulk via gem pouches.  In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 60% for a high-level, high-charisma Trader using Speculate Finesse.  This [[Trader_gem_selling_bonus|gem selling bonus]] is based on charisma, trading skill, and appraisal skill.  Traders are also able to [[Untie_command|UNTIE]] POUCH in order to split the contents of one pouch into another and [[Combine_command|COMBINE]] POUCH WITH SECOND POUCH to merge 2 tied pouches together. Note that untie does not actually untie a pouch so you can get or see individual gems.  &lt;br /&gt;
&lt;br /&gt;
Traders also have the ability to [[Gather_command|GATHER]] gems to move them from one container to another.  This verb will move all gems of a particular type into a separate gem pouch, which must be in your other hand. For example, GATHER RUBY IN MY POUCH would take all rubies from your first pouch, and move them into your second pouch.&lt;br /&gt;
&lt;br /&gt;
Traders of sufficient skill can also finance gem shops.&lt;br /&gt;
:For more information see [[Trader Shop Financing]].&lt;br /&gt;
&lt;br /&gt;
===Fur Shops===&lt;br /&gt;
Traders are also able to sell bundles at a higher profit than the typical adventurer as with the gem pouches.  To facilitate this, [[item:fur packing crate|fur packing crates]] are available for purchase at the [[Stone Clan]] and [[Fayrin&#039;s Rest]] outposts and will hold 100 skinned items each.&lt;br /&gt;
&lt;br /&gt;
Traders of sufficient skill can also finance fur shops.&lt;br /&gt;
:For more information see [[Trader Shop Financing]].&lt;br /&gt;
&lt;br /&gt;
===Shardstar Shipping===&lt;br /&gt;
In order to promote trade between the islands and the mainland, [[Shardstar Shipping]] allows Traders to ship items from one of their locations to another for a small fee.  Currently, there are shipping locations in [[The Crossing]], [[Riverhaven]], [[Aesry Surlaenis&#039;a]] and [[Ratha]].&lt;br /&gt;
&lt;br /&gt;
===Speculate===&lt;br /&gt;
Traders have a series of [[Speculate_command|Speculate]] abilities that are taught by various guild leaders:&lt;br /&gt;
Syntax: ASK (GUILDLEADER) ABOUT SKILL&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Speculate!!Circle!!Guild!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Coin||12||Muspar&#039;i||Allows you to throw a random coin you are carrying and possibly stun your target.  CAUTION - You lose the coin!&lt;br /&gt;
|-&lt;br /&gt;
|Chaffer||45||Ratha||Allows you to publicly announce the sale on an object.  The messaging differs based on the type of object as well as the target character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hirelings and Criers===&lt;br /&gt;
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one.  What hireling you get depends much on your circle, but there&#039;s still a random factor in for which one you&#039;ll get.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Syntax:&lt;br /&gt;
HIRE &amp;lt;TYPE&amp;gt; (where TYPE is one of the following)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
ATTENDANT&amp;lt;BR&amp;gt;&lt;br /&gt;
LOCATE (Attained at 8th Circle)&amp;lt;BR&amp;gt;&lt;br /&gt;
CRIER&amp;lt;BR&amp;gt;&lt;br /&gt;
MESSENGER&amp;lt;BR&amp;gt;&lt;br /&gt;
DELIVERY&lt;br /&gt;
&lt;br /&gt;
Here are the basic commands:&lt;br /&gt;
&lt;br /&gt;
ATTENDANT: groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.&lt;br /&gt;
&lt;br /&gt;
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.&lt;br /&gt;
&lt;br /&gt;
LOCATE: Ask the hireling about HELP and he or she will give you instructions and cost to find someone.&lt;br /&gt;
&lt;br /&gt;
CRIER: Criers can be used in order to let the city know that you have a shop open for business or you are available to offer gem selling services.  There is a charge for this service though, the criers have two forms of usage.  First is they can alert all people in the city that your stall or table is open.  In order to do this you must HIRE CRIER TOWN CONFIRM.  This service will cost you 2500 kronars.  The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to.  The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.&lt;br /&gt;
&lt;br /&gt;
MESSENGER: Ask the hireling about HELP and he or she will give you instructions and cost to send a message to someone (within city limits).&lt;br /&gt;
&lt;br /&gt;
DELIVERY:  A dapper servant steps forward and says, &amp;quot;I will use our guild&#039;s resources to deliver to a person of your choosing in any of the known provinces for only 3000 Kronars, less if you have recently located, messaged or delivered to your target.  First, you will need to hold the item you want delivered in your right hand.  Then ask me to weigh the item that you want delivered to make sure it doesn&#039;t exceed limitations.  If the item is acceptable, you will need to give me the name of the person you want the item delivered.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
(To have an item weighed, put it in your right hand and type ASK servant FOR WEIGHT)&amp;lt;br /&amp;gt;&lt;br /&gt;
(To send the item, keep it in your right hand and type ASK servant for DELIVER &amp;lt;person&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skillset!!Skill!!1-10!!11-30!!31-70!!71-100!!101-150!!151-200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1st Armor||style=&amp;quot;background: #F2F2F2;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |4||style=&amp;quot;background: #F2F2FF;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |2nd Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1st Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;{{Skill|Trading|Trading}}&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |6||style=&amp;quot;background: #FFFFF2;&amp;quot; |6||style=&amp;quot;background: #FFFFF2;&amp;quot; |7||style=&amp;quot;background: #FFFFF2;&amp;quot; |15&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;{{Skill|Appraisal|Appraisal}}&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |6||style=&amp;quot;background: #FFFFF2;&amp;quot; |15&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1st Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2nd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3rd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1st Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |5||style=&amp;quot;background: #F2FFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2nd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3rd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |4th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |5th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |6th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard skill requirements&#039;&#039;&#039; (&#039;&#039;&#039;{{Skill|Trading|Trading}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Skill|Appraisal|Appraisal}}&#039;&#039;&#039;) are listed in bold. These skills cannot count toward Nth skills, such as 1st or 2nd Lore.&lt;br /&gt;
&lt;br /&gt;
:Note: The following &amp;quot;mastery&amp;quot; skills never count toward Nth skill requirements, since they affect all or most of the skillset: {{Skill|Defending|Defending}}, {{Skill|Parry Ability|Parry Ability}}, {{Skill|Offhand Weapon|Offhand Weapon}}, {{Skill|Melee Mastery|Melee Mastery}}, and {{Skill|Missile Mastery|Missile Mastery}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nth skill requirements&#039;&#039;&#039; are met with your top-ranked skills out of the following list of eligible skills:&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: {{Skill|Shield Usage|Shield Usage}}, {{Skill|Light Armor|Light Armor}}, {{Skill|Chain Armor|Chain Armor}}, {{Skill|Brigandine|Brigandine}}, and {{Skill|Plate Armor|Plate Armor}}&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: {{Skill|Small Edged|Small Edged}}, {{Skill|Large Edged|Large Edged}}, {{Skill|Twohanded Edged|Twohanded Edged}}, {{Skill|Small Blunt|Small Blunt}}, {{Skill|Large Blunt|Large Blunt}}, {{Skill|Twohanded Blunt|Twohanded Blunt}}, {{Skill|Slings|Slings}}, {{Skill|Bow|Bow}}, {{Skill|Crossbow|Crossbow}}, {{Skill|Staves|Staves}}, {{Skill|Polearms|Polearms}}, {{Skill|Light Thrown|Light Thrown}}, {{Skill|Heavy Thrown|Heavy Thrown}}, and {{Skill|Brawling|Brawling}}&lt;br /&gt;
*&#039;&#039;&#039;Lore&#039;&#039;&#039;: {{Skill|Forging|Forging}}, {{Skill|Engineering|Engineering}}, {{Skill|Outfitting|Outfitting}}, {{Skill|Alchemy|Alchemy}}, {{Skill|Enchanting|Enchanting}}, {{Skill|Scholarship|Scholarship}}, {{Skill|Mechanical Lore|Mechanical Lore}}, {{Skill|Appraisal|Appraisal}}, {{Skill|Performance|Performance}}, and {{Skill|Tactics|Tactics}}&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039;: {{Skill|Evasion|Evasion}}, {{Skill|Athletics|Athletics}}, {{Skill|Perception|Perception}}, {{Skill|Stealth|Stealth}}, {{Skill|Locksmithing|Locksmithing}}, {{Skill|First Aid|First Aid}}, {{Skill|Outdoorsmanship|Outdoorsmanship}}, and {{Skill|Skinning|Skinning}}&lt;br /&gt;
===Cumulative===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skillset!!Skill!!10!!30!!70!!100!!150!!200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1st Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |20||style=&amp;quot;background: #F2F2FF;&amp;quot; |80||style=&amp;quot;background: #F2F2FF;&amp;quot; |200||style=&amp;quot;background: #F2F2FF;&amp;quot; |290||style=&amp;quot;background: #F2F2FF;&amp;quot; |490||style=&amp;quot;background: #F2F2FF;&amp;quot; |990&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |2nd Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |10||style=&amp;quot;background: #F2F2FF;&amp;quot; |50||style=&amp;quot;background: #F2F2FF;&amp;quot; |130||style=&amp;quot;background: #F2F2FF;&amp;quot; |250||style=&amp;quot;background: #F2F2FF;&amp;quot; |400||style=&amp;quot;background: #F2F2FF;&amp;quot; |800&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;armor&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;Total Armor&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;30&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;130&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;330&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;540&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;890&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;1,790&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1st Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |10||style=&amp;quot;background: #FFF2F2;&amp;quot; |50||style=&amp;quot;background: #FFF2F2;&amp;quot; |130||style=&amp;quot;background: #FFF2F2;&amp;quot; |220||style=&amp;quot;background: #FFF2F2;&amp;quot; |370||style=&amp;quot;background: #FFF2F2;&amp;quot; |770&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;weapon&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;Total Weapon&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;10&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;50&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;130&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;220&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;370&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;770&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;{{Skill|Trading|Trading}}&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |40||style=&amp;quot;background: #FFFFF2;&amp;quot; |140||style=&amp;quot;background: #FFFFF2;&amp;quot; |380||style=&amp;quot;background: #FFFFF2;&amp;quot; |560||style=&amp;quot;background: #FFFFF2;&amp;quot; |910||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,660&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;{{Skill|Appraisal|Appraisal}}&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |30||style=&amp;quot;background: #FFFFF2;&amp;quot; |90||style=&amp;quot;background: #FFFFF2;&amp;quot; |250||style=&amp;quot;background: #FFFFF2;&amp;quot; |400||style=&amp;quot;background: #FFFFF2;&amp;quot; |700||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,450&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1st Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |30||style=&amp;quot;background: #FFFFF2;&amp;quot; |90||style=&amp;quot;background: #FFFFF2;&amp;quot; |250||style=&amp;quot;background: #FFFFF2;&amp;quot; |370||style=&amp;quot;background: #FFFFF2;&amp;quot; |620||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,270&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2nd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |20||style=&amp;quot;background: #FFFFF2;&amp;quot; |80||style=&amp;quot;background: #FFFFF2;&amp;quot; |200||style=&amp;quot;background: #FFFFF2;&amp;quot; |320||style=&amp;quot;background: #FFFFF2;&amp;quot; |520||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,020&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3rd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |20||style=&amp;quot;background: #FFFFF2;&amp;quot; |60||style=&amp;quot;background: #FFFFF2;&amp;quot; |180||style=&amp;quot;background: #FFFFF2;&amp;quot; |300||style=&amp;quot;background: #FFFFF2;&amp;quot; |500||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,000&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;lore&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;Total Lore&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;140&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;460&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;1,260&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;1,950&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;3,250&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;6,400&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1st Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |90||style=&amp;quot;background: #F2FFF2;&amp;quot; |250||style=&amp;quot;background: #F2FFF2;&amp;quot; |370||style=&amp;quot;background: #F2FFF2;&amp;quot; |620||style=&amp;quot;background: #F2FFF2;&amp;quot; |1,270&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2nd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |20||style=&amp;quot;background: #F2FFF2;&amp;quot; |80||style=&amp;quot;background: #F2FFF2;&amp;quot; |200||style=&amp;quot;background: #F2FFF2;&amp;quot; |320||style=&amp;quot;background: #F2FFF2;&amp;quot; |520||style=&amp;quot;background: #F2FFF2;&amp;quot; |1,020&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3rd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |20||style=&amp;quot;background: #F2FFF2;&amp;quot; |80||style=&amp;quot;background: #F2FFF2;&amp;quot; |200||style=&amp;quot;background: #F2FFF2;&amp;quot; |320||style=&amp;quot;background: #F2FFF2;&amp;quot; |520||style=&amp;quot;background: #F2FFF2;&amp;quot; |1,020&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |4th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |50||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |220||style=&amp;quot;background: #F2FFF2;&amp;quot; |420||style=&amp;quot;background: #F2FFF2;&amp;quot; |920&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |5th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |50||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |220||style=&amp;quot;background: #F2FFF2;&amp;quot; |370||style=&amp;quot;background: #F2FFF2;&amp;quot; |770&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |6th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |70||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |230||style=&amp;quot;background: #F2FFF2;&amp;quot; |480&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;survival&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;Total Survival&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;100&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;380&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;980&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;1,580&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;2,680&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;5,480&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;all&#039;&#039;&#039;||&#039;&#039;&#039;Total&#039;&#039;&#039;||&#039;&#039;&#039;280&#039;&#039;&#039;||&#039;&#039;&#039;1,020&#039;&#039;&#039;||&#039;&#039;&#039;2,700&#039;&#039;&#039;||&#039;&#039;&#039;4,290&#039;&#039;&#039;||&#039;&#039;&#039;7,190&#039;&#039;&#039;||&#039;&#039;&#039;14,440&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Soft Requirements are not counted towards cumulative totals.&lt;br /&gt;
&lt;br /&gt;
==[[Rumor System]]==&lt;br /&gt;
The rumor system allows you to gossip with certain NPCs throughout the realms.  &amp;lt;tt&amp;gt;ASK (NPC) ABOUT/FOR RUMOR&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;WHISPER (NPC) (your rumor)&amp;lt;/tt&amp;gt; to have your rumor reviewed by a [[GameMaster]] and possibly added to the system one day!&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Traders have a number of role play and functional items in game available to them.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[abacus|The Abacus]] - items that allow all Traders to quickly calculate the conversion between the 3 currencies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[handbill|Handbills]] - sold at [[Chispin&#039;s Handbills]] in [[RanikMap42|Therenborough]], these are pre-printed items to hand out to your customers.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[ledger|Ledgers]] - a vital tool given to each Trader upon entering the guild, these work similar to [[spellbook|spellbooks]] with chapters and pages covering many facets of the Trader&#039;s business.  [[Read_command|Reading]] will provide the basic information on each page, and [[Study_command|studying]] each page will teach a very small amount of [[Scholarship_skill|scholarship]] and [[Appraisal_skill|appraisal]].&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Embroidery]] - while open to all guilds, Traders receive a large bonus to the quality of the stitch, as well as the ability to use a number of Trader-only patterns.  See also [[:Category:Embroidery_Shops|Embroidery Shops]] for patterns and supplies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Trader Jewelry]] - while wearable and usable by all guilds, when a Trader [[Appraise_command|appraises]] these uncommon pieces of jewelry and decorative items, they see a large amount of information on the gems, metals and craftsmanship of the components.  Due to the large amount of information given per piece, these items teach [[Appraisal_skill|appraisal]] higher than basic items.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Banquet Halls]] - while a Trader will get no experience for renting one, these locations can be rented by a Trader for parties, public gatherings, etc.  Banquet Halls also include a gambling room with a fully functional craps table.  Currently there is a Hall in the [[Riverhaven]] Trader Guild.&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Trader Titles]]&lt;br /&gt;
*[[Trader Abilities Chart]]&lt;br /&gt;
*[[:Category:Trader_Shops|Trader-only Shops]]&lt;br /&gt;
*[[Traders of Renown]]&lt;br /&gt;
*[[Post:Trader_Magic_-_03/03/2014_-_22:52|Glimpse of Trader Magic]] &lt;br /&gt;
{{cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bard&amp;diff=489105</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bard&amp;diff=489105"/>
		<updated>2018-07-16T12:13:14Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Evasion was missing from Nth skill list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;New to the game? You may want to check out the [[Bard new player guide|new player guide for this guild]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{guild infobox|guild=Bard|image=Small_bard_300.jpg&lt;br /&gt;
|skill1=Lore|skill2a=Magic|skill2b=Weapon|skill3a=Survival|skill3b=Armor&lt;br /&gt;
|abilities= [[Recall]], [[Playact ability|Playact]], [[:Category:Bard Enchantes|Enchante]]s&lt;br /&gt;
|mana=Elemental}}&lt;br /&gt;
&lt;br /&gt;
Masters of Music, and well schooled in a wide range of skills and lore, a &#039;&#039;&#039;Bard&#039;&#039;&#039; drinks in all he or she can of the happenings of the lands and uses it to their advantage. To attempt to define a Bard is to try to put order to the sands on the shore -- they are warriors, performers, wanderers, teachers, scholars... and much much more.&lt;br /&gt;
&lt;br /&gt;
A boon to any adventuring group, their area-affecting magic can be instrumental to its survival and success. Be sure to bring extra libations, for a Bard&#039;s job is thirsty work.&lt;br /&gt;
&lt;br /&gt;
About 180 years ago, a darkness fell upon the Guild with their near extermination by the [[Dragon Priests]], silencing their voice and scattering their unity. The spirit of Music was reawakened by the selfless acts of [[Siryn]] -- and the voices of those who sang for her. Much has been rebuilt since the Guild doors were reopened, a new spirit and unity grows within that portents to rival and surpass what once was a proud and vibrant past.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
[[Image:BardCrest.jpg|thumb|&#039;&#039;&#039;Guild crest:&#039;&#039;&#039; A wren perched upon a fisted gauntlet over a lute of gold]]Information courtesy of [http://www.play.net/dr/info/guilds/bard.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing]]&lt;br /&gt;
: Considered by some the &#039;main&#039; Guildhall for Bards, this renovated structure is home to the famed Bard [[Silvyrfrost]].  She maintains a [[Bard Registers#Crossing|renown roster]] of the highest circled Bards.  (You can type DIR BARD for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
: Rebuilt upon the location of its predecessor, the Riverhaven Guild stands tall with plenty of space for the Guild Leader [[Tasdrean]], having assumed the mantle of leadership in the wake of Guild Leader [[Ezruh]]&#039;s departure.  Tasdrean manages a [[Bard Registers#Riverhaven|renown roster]] keeping track of the most musical and academic of Bards.  (You can type DIR BARD for directions.)&lt;br /&gt;
; [[Shard]]&lt;br /&gt;
: Sequestered in one of the city&#039;s many drinking establishments, the Guild Leader [[Macfrae]] tends to his cups as well as those Bards that pass by his table.  Macfrae also tends to a [[Bard Registers#Shard|renown roster]] of the most disciplined and hardiest of Bards.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Located in the Theater District of the third tier of Ratha, the workshop is more of an office for repair work than a true Guildhall.  Guild Leader [[Lileyew]] always has a ready smile for any Bards passing through.  True to her nature, she keeps a [[Bard Registers#Ratha|renown roster]] of the most charismatic Bards she has met.&lt;br /&gt;
; [[Muspar&#039;i]]&lt;br /&gt;
: Located near the Heketha Theatre and the Street of Performers, the Guildhall is cared for by the Bard Leader [[Selinthesa]]&#039;s watchful eye.  She includes in her gaze a [[Bard Registers#Muspar&#039;i|renown roster]] of the Bards most skilled in the use of any weapon.&lt;br /&gt;
;[[Forfedhdar]]&lt;br /&gt;
:Found in Inner Hibarnhvidar. Also located in the Guildhall is [[Siryn]]&#039;s study, which is watched over by Guildleader [[Yaziyi]].  Despite being an artist at heart, he maintains a [[Bard Registers#Hibarnhvidar|renown roster]] of the most well-rounded combatants among the guild.  Included in his assessment is the Bard&#039;s ability to parry, evade, use a shield, and target lethal magics as well as their effectiveness with their most used weapon and type of armor.&lt;br /&gt;
;[[Aesry]]&lt;br /&gt;
:The white sentinel is rumored to contain a large Bardic guildhall, unfortunately access is currently unavailable.  Among these rumours is a [[Bard Registers#Aesry|renown roster]] tracking those Bards most skilled in magical efforts.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A bard&#039;s primary [[Guilds#Specific_Skill_Sets|skillset]] is {{catskill|Lore}}.  {{Catskill|Magic}} and {{Catskill|Weapon}} are secondary skillsets, with {{catskill|Survival}} and {{catskill|Armor}} as tertiary skills.&lt;br /&gt;
&lt;br /&gt;
Bards break down into the following races:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[:Category:Elf|Elven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Human|Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 18%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Prydaen|Prydaen]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 13%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dwarf|Dwarven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 9%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded bards receive one free technique slot in the Tinkering discipline of the [[Engineering skill]], one free technique slot in the Shaping discipline of the Engineering skill and one free technique slot in the Carving discipline of the Engineering skill.&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
==[[:Category:Bard Abilities|Guild Abilities]]==&lt;br /&gt;
===[[Vocals skill|Vocal Technique]]===&lt;br /&gt;
When anyone uses the &amp;lt;tt&amp;gt;[[Sing command|SING]]&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;[[Chant command|CHANT]]&amp;lt;/tt&amp;gt;, or &amp;lt;tt&amp;gt;[[Chorus command|CHORUS]]&amp;lt;/tt&amp;gt; commands, their vocal range is displayed (e.g., tenor, soprano). Anyone can check their own vocal range with &amp;lt;tt&amp;gt;[[Practice voice command|PRACTICE VOICE]]&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Bards are able to change their own vocal range with skill in Vocals. They can check which ranges they can do with &amp;lt;tt&amp;gt;[[Practice command|PRACTICE VOICE]]&amp;lt;/tt&amp;gt;, and use &amp;lt;tt&amp;gt;[[Practice command|PRACTICE VOICE &amp;amp;lt;range&amp;amp;gt;]]&amp;lt;/tt&amp;gt; to change to a new range.&lt;br /&gt;
&lt;br /&gt;
===[[Play|Instrumental Technique]]===&lt;br /&gt;
Bards who keep their focus on their [[Percussions skill|percussion]], [[Strings skill|string]] and [[Winds skill|wind]] instruments can maintain a higher inspirational state, affording them a greater performing skill that can affect all aspects of their music.&lt;br /&gt;
&lt;br /&gt;
===[[Playact ability|PLAYACT]]===&lt;br /&gt;
An advanced performance ability, &amp;lt;tt&amp;gt;PLAYACT&amp;lt;/tt&amp;gt; allows a Bard to perform with greater effect and clarity for their audience.&lt;br /&gt;
&lt;br /&gt;
===[[Recall command|RECALL]]===&lt;br /&gt;
Bards are the tellers of stories and the keepers of knowledge; they know countless stories of legends and folklore, and they remember. This allows them to be adept at learning information about the areas they visit through numerous means -- local gossip, rumor, legends, folklore, superstitions. With the right training, a Bard can tune in to the lands, spirits, ancient calendars and &amp;lt;tt&amp;gt;RECALL&amp;lt;/tt&amp;gt; what was.&lt;br /&gt;
&lt;br /&gt;
===[[Bardic Whistling]]===&lt;br /&gt;
Over the years Bards have developed several special techniques with whistling, from just being more expressive to being able to distract enemies with a piercing whistle. Rumor has it some Bards have also learned to effectively communicate via whistling.&lt;br /&gt;
&lt;br /&gt;
===[[Bardic Screams]]===&lt;br /&gt;
Many a story has been told of Bards who have mastered the control of their voice to a degree where it can be used as a weapon in battle. While many of these legendary techniques have been lost, there persist to this day stories of Bards vanquishing their foes with a defiant scream.&lt;br /&gt;
&lt;br /&gt;
===[[Song Scrolls]]===&lt;br /&gt;
Bards also can memorize song scrolls containing lore from across Kermoria.  A variety of shops from The Crossing to Aesry stock them.&lt;br /&gt;
&lt;br /&gt;
===Showmanship===&lt;br /&gt;
Over the course of their career, Bards learn many techniques to aid them in performance. Among them are the ability to convincingly [[BLUFF|&amp;lt;tt&amp;gt;BLUFF&amp;lt;/tt&amp;gt;]] their audience, or [[Slip|&amp;lt;tt&amp;gt;SLIP&amp;lt;/tt&amp;gt;]] in some dazzling sleight of hand tricks. Bards have also been known to learn the art of [[ventriloquism]], throwing their voice onto props, and, if stories are to be believed, even other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slip Ability:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gained at level 5 - Sleight of Hand with coins.&amp;lt;br&amp;gt;&lt;br /&gt;
Syntax:  SLIP &amp;lt;person&amp;gt; COIN &amp;lt;ear|nose|mouth|wound&amp;gt; &amp;lt;easy/hard&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bluff|Bluff Abilities]]:&#039;&#039;&#039;&lt;br /&gt;
BLUFF &amp;lt;player|item|critter&amp;gt;&lt;br /&gt;
BLUFF &amp;lt;player|critter&amp;gt; &amp;lt;option&amp;gt;&lt;br /&gt;
Options:  emperor, sister, lanival, baron, merchant, sidhlot,&lt;br /&gt;
priest, swallow, glythtide, penguin&lt;br /&gt;
BLUFF &amp;lt;self&amp;gt;&lt;br /&gt;
BLUFF DODGE to dodge in combat.&lt;br /&gt;
BLUFF DISTRACT to gain a better chance at hiding.&lt;br /&gt;
BLUFF AMAZE to put on a charismatic show.&lt;br /&gt;
BLUFF DEAD to play dead.  *** Be warned, this could get you killed! ***&lt;br /&gt;
&lt;br /&gt;
===Bardic Magic===&lt;br /&gt;
Bards use both magic and their skill with sound to weave Elemental mana into their voice. &lt;br /&gt;
&lt;br /&gt;
The Bardic spell tree requires 55 spell slots to master. Bards earn 76 spell slots at 150 which leaves experienced Bards plenty of room for Magic Techniques or Analogous Patterns spells. &#039;&#039;&#039;All magic guilds get a free magical feat at circle 2, and Bards get Raw Channeling as theirs.&#039;&#039;&#039; However, Bards also have this ability inherently at first circle at an increased attunement cost per pulse, so earning this feat effectively only eliminates that penalty for them.&lt;br /&gt;
&lt;br /&gt;
* [[Spell slot progressions|Bardic spell slots]]&lt;br /&gt;
* [[:Category:Bard spells|Bardic spells]]&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Bard_Spells.png|frameless|upright=4&lt;br /&gt;
rect 0 125 250 175 [[Aura of Tongues|Aura of Tongues (Utility)]]&lt;br /&gt;
rect 0 225 250 275 [[Eillie&#039;s Cry|Eillie&#039;s Cry (Augmentation, Utility)]]&lt;br /&gt;
rect 0 525 250 575 [[Faenella&#039;s Grace|Faenella&#039;s Grace (Augmentation)]]&lt;br /&gt;
rect 0 850 250 900 [[Caress of the Sun|Caress of the Sun (Utility)]]&lt;br /&gt;
rect 0 1200 250 1250 [[Aether Wolves|Aether Wolves (Debilitation)]]&lt;br /&gt;
rect 300 125 550 175 [[Hodierna&#039;s Lilt|Hodierna&#039;s Lilt (Augmentation)]]&lt;br /&gt;
rect 300 225 550 275 [[Demrris&#039; Resolve|Demrris&#039; Resolve (Debilitation)]]&lt;br /&gt;
rect 300 325 550 375 [[Words of the Wind|Words of the Wind (Ritual Augmentation)]]&lt;br /&gt;
rect 300 425 550 475 [[Damaris&#039; Lullaby|Damaris&#039; Lullaby (Debilitation)]]&lt;br /&gt;
rect 300 525 550 575 [[Whispers of the Muse|Whispers of the Muse (Augmentation)]]&lt;br /&gt;
rect 300 625 550 675 [[Redeemer&#039;s Pride|Redeemer&#039;s Pride (Warding)]]&lt;br /&gt;
rect 300 850 550 900 [[Breath of Storms|Breath of Storms (Targeted Magic)]]&lt;br /&gt;
rect 300 1100 550 1150 [[Eye of Kertigen|Eye of Kertigen (Utility)]]&lt;br /&gt;
rect 300 1200 550 1250 [[Blessing of the Fae|Blessing of the Fae (Augmentation)]]&lt;br /&gt;
rect 300 1300 550 1350 [[Glythtide&#039;s Joy|Glythtide&#039;s Joy (Warding)]]&lt;br /&gt;
rect 600 25 850 75 [[Naming of Tears|Naming of Tears (Warding)]]&lt;br /&gt;
rect 600 125 850 175 [[Drums of the Snake|Drums of the Snake (Augmentation)]]&lt;br /&gt;
rect 600 225 850 275 [[Resonance|Resonance (Utility)]]&lt;br /&gt;
rect 600 325 850 375 [[Abandoned Heart|Abandoned Heart (Targeted Magic)]]&lt;br /&gt;
rect 600 525 850 575 [[Misdirection|Misdirection (Augmentation, Debilitation)]]&lt;br /&gt;
rect 600 700 850 750 [[Desert&#039;s Maelstrom|Desert&#039;s Maelstrom (Debilitation)]]&lt;br /&gt;
rect 600 800 850 850 [[Phoenix&#039;s Pyre|Phoenix&#039;s Pyre (Targeted Magic)]]&lt;br /&gt;
rect 600 900 850 950 [[Will of Winter|Will of Winter (Ritual Augmentation)]]&lt;br /&gt;
rect 600 1000 850 1050 [[Beckon the Naga|Beckon the Naga (Targeted Magic)]]&lt;br /&gt;
rect 600 1100 850 1150 [[Sanctuary|Sanctuary (Utility)]]&lt;br /&gt;
rect 600 1200 850 1250 [[Echoes of Aether|Echoes of Aether (Ritual Augmentation)]]&lt;br /&gt;
rect 600 1300 850 1350 [[Nexus|Nexus (Utility)]]&lt;br /&gt;
rect 900 125 1150 175 [[Harmony|Harmony (Augmentation)]]&lt;br /&gt;
rect 900 425 1150 475 [[Albreda&#039;s Balm|Albreda&#039;s Balm (Debilitation, Utility)]]&lt;br /&gt;
rect 1200 425 1450 475 [[Rage of the Clans|Rage of the Clans (Augmentation)]]&lt;br /&gt;
rect 1500 425 1750 475 [[Soul Ablaze|Soul Ablaze (Ritual Augmentation)]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skillset!!Skill!!1-10!!11-30!!31-70!!71-100!!101-150!!151-200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1st Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;{{Skill|Parry Ability|Parry Ability}}&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |5||style=&amp;quot;background: #FFF2F2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1st Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |5||style=&amp;quot;background: #FFF2F2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |2nd Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;{{Skill|Performance|Performance}}&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |6||style=&amp;quot;background: #FFFFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |{{Skill|Tactics|Tactics}}||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1st Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2nd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3rd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |1st Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |2nd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |3rd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |4th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |1||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |5th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |2||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1st Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |4||style=&amp;quot;background: #F2FFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2nd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3rd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |4th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard skill requirements&#039;&#039;&#039; &#039;&#039;&#039;({{Skill|Performance|Performance}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Skill|Parry Ability|Parry Ability}}&#039;&#039;&#039;) are listed in bold. These skills cannot count toward Nth skills, such as 1st Lore or 1st Weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft skill requirements&#039;&#039;&#039; ({{Skill|Tactics|Tactics}}) can count toward your Nth skills.&lt;br /&gt;
:Note: The following &amp;quot;mastery&amp;quot; skills never count toward Nth skill requirements, since they affect all or most of the skillset: {{Skill|Defending|Defending}}, {{Skill|Parry Ability|Parry Ability}}, {{Skill|Offhand Weapon|Offhand Weapon}}, {{Skill|Melee Mastery|Melee Mastery}}, {{Skill|Missile Mastery|Missile Mastery}}, and {{Skill|Primary Magic|Elemental Magic}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nth skill requirements&#039;&#039;&#039; are met with your top-ranked skills out of the following list of eligible skills:&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: {{Skill|Shield Usage|Shield Usage}}, {{Skill|Light Armor|Light Armor}}, {{Skill|Chain Armor|Chain Armor}}, {{Skill|Brigandine|Brigandine}}, and {{Skill|Plate Armor|Plate Armor}}&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: {{Skill|Small Edged|Small Edged}}, {{Skill|Large Edged|Large Edged}}, {{Skill|Twohanded Edged|Twohanded Edged}}, {{Skill|Small Blunt|Small Blunt}}, {{Skill|Large Blunt|Large Blunt}}, {{Skill|Twohanded Blunt|Twohanded Blunt}}, {{Skill|Slings|Slings}}, {{Skill|Bow|Bow}}, {{Skill|Crossbow|Crossbow}}, {{Skill|Staves|Staves}}, {{Skill|Polearms|Polearms}}, {{Skill|Light Thrown|Light Thrown}}, {{Skill|Heavy Thrown|Heavy Thrown}}, and {{Skill|Brawling|Brawling}}&lt;br /&gt;
*&#039;&#039;&#039;Lore&#039;&#039;&#039;: {{Skill|Forging|Forging}}, {{Skill|Engineering|Engineering}}, {{Skill|Outfitting|Outfitting}}, {{Skill|Alchemy|Alchemy}}, {{Skill|Enchanting|Enchanting}}, {{Skill|Scholarship|Scholarship}}, {{Skill|Mechanical Lore|Mechanical Lore}}, {{Skill|Appraisal|Appraisal}}, {{Skill|Performance|Performance}}, and {{Skill|Tactics|Tactics}}&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: {{Skill|Attunement|Attunement}}, {{Skill|Arcana|Arcana}}, {{Skill|Targeted Magic|Targeted Magic}}, {{Skill|Augmentation|Augmentation}}, {{Skill|Debilitation|Debilitation}}, {{Skill|Utility|Utility}}, and {{Skill|Warding|Warding}}, {{Skill|Sorcery|Sorcery}}&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039;: {{Skill|Evasion|Evasion}}, {{Skill|Athletics|Athletics}}, {{Skill|Perception|Perception}}, {{Skill|Stealth|Stealth}}, {{Skill|Locksmithing|Locksmithing}}, {{Skill|First Aid|First Aid}}, {{Skill|Outdoorsmanship|Outdoorsmanship}}, and {{Skill|Skinning|Skinning}}, {{Skill|Thievery|Thievery}}&lt;br /&gt;
&lt;br /&gt;
===Cumulative===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skillset!!Skill!!10!!30!!70!!100!!150!!200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1st Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |20||style=&amp;quot;background: #F2F2FF;&amp;quot; |60||style=&amp;quot;background: #F2F2FF;&amp;quot; |140||style=&amp;quot;background: #F2F2FF;&amp;quot; |230||style=&amp;quot;background: #F2F2FF;&amp;quot; |380||style=&amp;quot;background: #F2F2FF;&amp;quot; |780&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;armor&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;Total Armor&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;20&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;60&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;140&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;230&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;380&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;780&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;{{Skill|Parry Ability|Parry Ability}}&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |20||style=&amp;quot;background: #FFF2F2;&amp;quot; |80||style=&amp;quot;background: #FFF2F2;&amp;quot; |200||style=&amp;quot;background: #FFF2F2;&amp;quot; |320||style=&amp;quot;background: #FFF2F2;&amp;quot; |570||style=&amp;quot;background: #FFF2F2;&amp;quot; |1,220&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1st Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |30||style=&amp;quot;background: #FFF2F2;&amp;quot; |90||style=&amp;quot;background: #FFF2F2;&amp;quot; |250||style=&amp;quot;background: #FFF2F2;&amp;quot; |370||style=&amp;quot;background: #FFF2F2;&amp;quot; |620||style=&amp;quot;background: #FFF2F2;&amp;quot; |1,270&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |2nd Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |20||style=&amp;quot;background: #FFF2F2;&amp;quot; |80||style=&amp;quot;background: #FFF2F2;&amp;quot; |200||style=&amp;quot;background: #FFF2F2;&amp;quot; |320||style=&amp;quot;background: #FFF2F2;&amp;quot; |520||style=&amp;quot;background: #FFF2F2;&amp;quot; |1,020&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;weapon&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;Total Weapon&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;70&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;250&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;650&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;1,010&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;1,710&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;3,510&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;{{Skill|Performance|Performance}}&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |40||style=&amp;quot;background: #FFFFF2;&amp;quot; |120||style=&amp;quot;background: #FFFFF2;&amp;quot; |320||style=&amp;quot;background: #FFFFF2;&amp;quot; |470||style=&amp;quot;background: #FFFFF2;&amp;quot; |770||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,420&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |{{Skill|Tactics|Tactics}}||style=&amp;quot;background: #FFFFF2;&amp;quot; |20||style=&amp;quot;background: #FFFFF2;&amp;quot; |80||style=&amp;quot;background: #FFFFF2;&amp;quot; |200||style=&amp;quot;background: #FFFFF2;&amp;quot; |320||style=&amp;quot;background: #FFFFF2;&amp;quot; |570||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,220&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1st Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |30||style=&amp;quot;background: #FFFFF2;&amp;quot; |90||style=&amp;quot;background: #FFFFF2;&amp;quot; |250||style=&amp;quot;background: #FFFFF2;&amp;quot; |370||style=&amp;quot;background: #FFFFF2;&amp;quot; |620||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,270&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2nd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |30||style=&amp;quot;background: #FFFFF2;&amp;quot; |90||style=&amp;quot;background: #FFFFF2;&amp;quot; |210||style=&amp;quot;background: #FFFFF2;&amp;quot; |330||style=&amp;quot;background: #FFFFF2;&amp;quot; |460||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,110&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3rd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |20||style=&amp;quot;background: #FFFFF2;&amp;quot; |60||style=&amp;quot;background: #FFFFF2;&amp;quot; |180||style=&amp;quot;background: #FFFFF2;&amp;quot; |270||style=&amp;quot;background: #FFFFF2;&amp;quot; |470||style=&amp;quot;background: #FFFFF2;&amp;quot; |970&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;lore&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;Total Lore&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;120&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;360&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;960&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;1,440&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;2,320&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;4,770&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |1st Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |30||style=&amp;quot;background: #FFF2FF;&amp;quot; |90||style=&amp;quot;background: #FFF2FF;&amp;quot; |250||style=&amp;quot;background: #FFF2FF;&amp;quot; |370||style=&amp;quot;background: #FFF2FF;&amp;quot; |620||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,270&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |2nd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |20||style=&amp;quot;background: #FFF2FF;&amp;quot; |60||style=&amp;quot;background: #FFF2FF;&amp;quot; |180||style=&amp;quot;background: #FFF2FF;&amp;quot; |300||style=&amp;quot;background: #FFF2FF;&amp;quot; |550||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |3rd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |20||style=&amp;quot;background: #FFF2FF;&amp;quot; |60||style=&amp;quot;background: #FFF2FF;&amp;quot; |180||style=&amp;quot;background: #FFF2FF;&amp;quot; |270||style=&amp;quot;background: #FFF2FF;&amp;quot; |470||style=&amp;quot;background: #FFF2FF;&amp;quot; |970&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |4th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |10||style=&amp;quot;background: #FFF2FF;&amp;quot; |50||style=&amp;quot;background: #FFF2FF;&amp;quot; |130||style=&amp;quot;background: #FFF2FF;&amp;quot; |210||style=&amp;quot;background: #FFF2FF;&amp;quot; |410||style=&amp;quot;background: #FFF2FF;&amp;quot; |910&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |5th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |80||style=&amp;quot;background: #FFF2FF;&amp;quot; |170||style=&amp;quot;background: #FFF2FF;&amp;quot; |320||style=&amp;quot;background: #FFF2FF;&amp;quot; |720&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;magic&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;Total Magic&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;80&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;260&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;820&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;1,320&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;2,370&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;5,070&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1st Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |50||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |220||style=&amp;quot;background: #F2FFF2;&amp;quot; |420||style=&amp;quot;background: #F2FFF2;&amp;quot; |920&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2nd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |110||style=&amp;quot;background: #F2FFF2;&amp;quot; |170||style=&amp;quot;background: #F2FFF2;&amp;quot; |320||style=&amp;quot;background: #F2FFF2;&amp;quot; |720&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3rd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |70||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |230||style=&amp;quot;background: #F2FFF2;&amp;quot; |480&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |4th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |70||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |230||style=&amp;quot;background: #F2FFF2;&amp;quot; |480&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;survival&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;Total Survival&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;40&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;140&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;380&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;650&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;1,200&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;2,600&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;all&#039;&#039;&#039;||&#039;&#039;&#039;Total&#039;&#039;&#039;||&#039;&#039;&#039;330&#039;&#039;&#039;||&#039;&#039;&#039;1,070&#039;&#039;&#039;||&#039;&#039;&#039;2,950&#039;&#039;&#039;||&#039;&#039;&#039;4,650&#039;&#039;&#039;||&#039;&#039;&#039;7,980&#039;&#039;&#039;||&#039;&#039;&#039;16,730&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Soft Requirements are not counted towards cumulative totals.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
* [[Bard Titles]]&lt;br /&gt;
* [[Bard Abilities Chart]]&lt;br /&gt;
* [[Bards of Renown]]&lt;br /&gt;
* [[Bard Newbie Help Guide]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric&amp;diff=489104</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric&amp;diff=489104"/>
		<updated>2018-07-16T12:12:11Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Evasion was missing from Nth skill list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;New to the game? You may want to check out the [[Cleric new player guide|new player guide for this guild]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{guild infobox|guild=Cleric|image=Small_cleric_300.jpg&lt;br /&gt;
|skill1=Magic|skill2a=Lore|skill2b=Weapon|skill3a=Survival|skill3b=Armor&lt;br /&gt;
|abilities=[[Communes]], [[Resurrection]],&amp;lt;br&amp;gt;[[Infusion ability|Infusion]] &lt;br /&gt;
|mana=Holy}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Clerics&#039;&#039;&#039; of [[Elanthia]] are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of [[Immortals]] that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between.&lt;br /&gt;
&lt;br /&gt;
We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:ClericCrest.jpg|thumb|&#039;&#039;&#039;Guild crest:&#039;&#039;&#039; A pair of hands, one light and one dark, cradling a bridge that spans the two palms]]Information courtesy of [http://www.play.net/dr/info/guilds/cleric.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
: Presided over by the pious Guildleader [[Esuin]]. (You can type &amp;lt;tt&amp;gt;DIR CLERIC&amp;lt;/tt&amp;gt; for directions.)&lt;br /&gt;
&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
: Guided by the venerable Guildmistress [[Jelna|Jelna Sarik]]. (You can type &amp;lt;tt&amp;gt;DIR CLERIC&amp;lt;/tt&amp;gt; for directions.)&lt;br /&gt;
&lt;br /&gt;
; [[Shard]]&lt;br /&gt;
: Under the tutelage of the wise Elothean Guildmistress [[Sothavi]].&lt;br /&gt;
&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Led by the powerful but patient S&#039;Kra Guildmaster [[Kor&#039;yvyn]].&lt;br /&gt;
&lt;br /&gt;
; [[Aesry|Aesry Surlaenis&#039;a]]&lt;br /&gt;
: Under the stern guidance of Guildmistress [[Innu]].&lt;br /&gt;
&lt;br /&gt;
; [[Mer&#039;Kresh]]&lt;br /&gt;
: Supervised by Guildmistress [[Eydtha]], Grace of Eluned.&lt;br /&gt;
&lt;br /&gt;
; [[Forfedhdar]]&lt;br /&gt;
: Nestled within the Vela&#039;tohr Valley and overseen by Guildleader [[Vecuto]].&lt;br /&gt;
&lt;br /&gt;
; [[Muspar&#039;i]]&lt;br /&gt;
: Located on the Street of Priests and run by the Sand Elf Guildmaster [[Anctarcarim]].&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A cleric&#039;s primary [[Guilds#Specific_Skill_Sets|skillset]] is {{catskill|Magic}}.  {{catskill|Lore}} and {{catskill|Weapon}} are secondary skillsets, with {{catskill|Survival}} and {{catskill|Armor}} as tertiary skills.&lt;br /&gt;
&lt;br /&gt;
Clerics break down into the following races:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[:Category:Human|Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 32%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dwarf|Dwarven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elothean|Elothean]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elf|Elven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 13%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded clerics receive one free technique slot in the Artificing discipline of the [[Enchanting skill]], one free technique slot in the Binding discipline of the Enchanting skill and one free technique slot in the Invoking discipline of the Enchanting skill.&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
==[[:Category:Cleric Abilities|Guild Abilities]]==&lt;br /&gt;
===[[Devotion]]===&lt;br /&gt;
Clerics are the primary conduit between mortals and the gods. A true Cleric must always be conscious to show respect and devotion to the deities of their choice. A Cleric in high favor with his or her gods will find that their magical abilities are enhanced. Likewise, a Cleric who shirks their duties and ignores the gods may find their abilities fading. There are dozens of [[Cleric Rituals|ritual]] sequences and puzzles to choose from that allow a Cleric to show their devotion. These methods are as unique and varied as the gods themselves.&lt;br /&gt;
&lt;br /&gt;
===[[Communes]]===&lt;br /&gt;
Clerics have the unique ability to &amp;lt;tt&amp;gt;COMMUNE&amp;lt;/tt&amp;gt; with the gods in their time of need, calling upon the favor they have earned through their dutiful devotions. Utilizing these abilities will strain the Cleric&#039;s favor with their gods, so a wise Priest will continue to show their devotion through rituals, in turn allowing them to commune with the gods more often and for greater benefit.&lt;br /&gt;
&lt;br /&gt;
A list of devotional rites is available for your reference in the Cleric Guild halls, but you will not be able to decipher any rite which you have not yet earned through the completion of holy quests.&lt;br /&gt;
&lt;br /&gt;
===[[Align]]===&lt;br /&gt;
Clerics can align themselves to one of the 39 [[Category:Immortals|Immortals]] to receive a bonus to two of the five magic skills (Augmentation, Debilitation, Targeted, Utility, Warding) while receiving a penalty to the other three. See [[Cleric_3.0#Alignment]] for a full list.&lt;br /&gt;
&lt;br /&gt;
===[[Infusion_ability|Infusion]]===&lt;br /&gt;
&lt;br /&gt;
==Cleric spells==&lt;br /&gt;
Clerics have access to [[Mana#Holy_Mana|Holy mana]]. [[Spell slot progressions|Cleric spell slots]]. [[:Category:Cleric_spells|Cleric spells]].&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
File:Cleric_Spells.png|frameless|upright=4&lt;br /&gt;
rect 0 125 250 175 [[Revelation|Revelation (Utility)]]&lt;br /&gt;
rect 0 225 250 275 [[Centering|Centering (Augmentation)]]&lt;br /&gt;
rect 0 575 250 625 [[Glythtide&#039;s Gift|Glythtide&#039;s Gift (Augmentation)]]&lt;br /&gt;
rect 0 775 250 825 [[Minor Physical Protection|Minor Physical Protection (Warding)]]&lt;br /&gt;
rect 0 1325 250 1375 [[Bless|Bless (Utility)]]&lt;br /&gt;
rect 300 125 550 175 [[Auspice|Auspice (Augmentation)]]&lt;br /&gt;
rect 300 225 550 275 [[Soul Sickness|Soul Sickness (Debilitation)]]&lt;br /&gt;
rect 300 425 550 475 [[Rejuvenation|Rejuvenation (Utility)]]&lt;br /&gt;
rect 300 675 550 725 [[Protection from Evil|Protection from Evil (Warding)]]&lt;br /&gt;
rect 300 775 550 825 [[Sanyu Lyba|Sanyu Lyba (Warding)]]&lt;br /&gt;
rect 300 875 550 925 [[Major Physical Protection|Major Physical Protection (Augmentation)]]&lt;br /&gt;
rect 300 975 550 1025 [[Divine Radiance|Divine Radiance (Utility)]]&lt;br /&gt;
rect 300 1075 550 1125 [[Hand of Tenemlor|Hand of Tenemlor (Targeted Magic)]]&lt;br /&gt;
rect 300 1175 550 1225 [[Horn of the Black Unicorn|Horn of the Black Unicorn (Targeted Magic)]]&lt;br /&gt;
rect 300 1275 550 1325 [[Fists of Faenella|Fists of Faenella (Targeted Magic)]]&lt;br /&gt;
rect 300 1475 550 1525 [[Uncurse|Uncurse (Utility)]]&lt;br /&gt;
rect 300 1725 550 1775 [[Sanctify Pattern|Sanctify Pattern (Augmentation)]]&lt;br /&gt;
rect 600 25 850 75 [[Aesrela Everild|Aesrela Everild (Targeted Magic)]]&lt;br /&gt;
rect 600 125 850 175 [[Eylhaar&#039;s Feast|Eylhaar&#039;s Feast (Utility)]]&lt;br /&gt;
rect 600 275 850 325 [[Chill Spirit|Chill Spirit (Targeted Magic)]]&lt;br /&gt;
rect 600 375 850 425 [[Vigil|Vigil (Utility)]]&lt;br /&gt;
rect 600 475 850 525 [[Mass Rejuvenation|Mass Rejuvenation (Utility)]]&lt;br /&gt;
rect 600 575 850 625 [[Soul Shield|Soul Shield (Warding)]]&lt;br /&gt;
rect 600 675 850 725 [[Ghost Shroud|Ghost Shroud (Warding)]]&lt;br /&gt;
rect 600 775 850 825 [[Benediction|Benediction (Augmentation)]]&lt;br /&gt;
rect 600 875 850 925 [[Halo|Halo (Debilitation, Warding)]]&lt;br /&gt;
rect 600 975 850 1025 [[Shield of Light|Shield of Light (Augmentation, Utility)]]&lt;br /&gt;
rect 600 1075 850 1125 [[Harm Evil|Harm Evil (Targeted Magic)]]&lt;br /&gt;
rect 600 1175 850 1225 [[Phelim&#039;s Sanction|Phelim&#039;s Sanction (Debilitation)]]&lt;br /&gt;
rect 600 1275 850 1325 [[Fire of Ushnish|Fire of Ushnish (Targeted Magic)]]&lt;br /&gt;
rect 600 1375 850 1425 [[Malediction|Malediction (Debilitation)]]&lt;br /&gt;
rect 600 1475 850 1525 [[Curse of Zachriedek|Curse of Zachriedek (Debilitation)]]&lt;br /&gt;
rect 600 1625 850 1675[[Huldah&#039;s Pall|Huldah&#039;s Pall (Debiliation)]]&lt;br /&gt;
rect 600 1725 850 1775 [[Persistence of Mana|Persistence of Mana (Augmentation)]]&lt;br /&gt;
rect 600 1825 850 1875 [[Osrel Meraud|Osrel Meraud (Utility)]]&lt;br /&gt;
rect 900 25 1150 75 [[Heavenly Fires|Heavenly Fires (Targeted Magic)]]&lt;br /&gt;
rect 900 125 1150 175 [[Bitter Feast|Bitter Feast (Utility)]]&lt;br /&gt;
rect 900 225 1150 275 [[Soul Attrition|Soul Attrition (Targeted Magic)]]&lt;br /&gt;
rect 900 375 1150 425 [[Soul Bonding|Soul Bonding (Debilitation)]]&lt;br /&gt;
rect 900 1025 1150 1075 [[Harm Horde|Harm Horde (Targeted Magic)]]&lt;br /&gt;
rect 900 1125 1150 1175 [[Time of the Red Spiral|Time of the Red Spiral (Targeted Magic)]]&lt;br /&gt;
rect 900 1425 1150 1475 [[Hydra Hex|Hydra Hex (Debilitation)]]&lt;br /&gt;
rect 900 1525 1150 1575 [[Idon&#039;s Theft|Idon&#039;s Theft (Debilitation, Utility)]]&lt;br /&gt;
rect 900 1625 1150 1675 [[Meraud&#039;s Cry|Meraud&#039;s Cry (Debilitation)]]&lt;br /&gt;
rect 900 1725 1150 1775 [[Spite of Dergati|Spite of Dergati (Debilitation, Warding)]]&lt;br /&gt;
rect 1200 375 1450 425 [[Resurrection|Resurrection (Utility)]]&lt;br /&gt;
rect 1500 375 1750 425 [[Murrula&#039;s Flames|Murrula&#039;s Flames (Utility)]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skillset!!Skill!!1-10!!11-30!!31-70!!71-100!!101-150!!151-200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;{{Skill|Shield Usage|Shield Usage}}&#039;&#039;&#039;||style=&amp;quot;background: #F2F2F2;&amp;quot; |1||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |4||style=&amp;quot;background: #F2F2FF;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1st Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |2||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |3||style=&amp;quot;background: #F2F2FF;&amp;quot; |4||style=&amp;quot;background: #F2F2FF;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;{{Skill|Parry Ability|Parry Ability}}&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1st Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |5||style=&amp;quot;background: #FFF2F2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |2nd Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |0||style=&amp;quot;background: #FFF2F2;&amp;quot; |0||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1st Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |5||style=&amp;quot;background: #FFFFF2;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2nd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3rd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |4||style=&amp;quot;background: #FFFFF2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |4th Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |0||style=&amp;quot;background: #FFFFF2;&amp;quot; |0||style=&amp;quot;background: #FFFFF2;&amp;quot; |2||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |3||style=&amp;quot;background: #FFFFF2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |magic||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;{{Skill|Theurgy|Theurgy}}&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |5||style=&amp;quot;background: #FFF2F2;&amp;quot; |6||style=&amp;quot;background: #FFF2F2;&amp;quot; |15&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |magic||style=&amp;quot;background: #FFF2F2;&amp;quot; |{{Skill|Augmentation|Augmentation}}||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |2||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |3||style=&amp;quot;background: #FFF2F2;&amp;quot; |4||style=&amp;quot;background: #FFF2F2;&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |1st Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |6||style=&amp;quot;background: #FFF2FF;&amp;quot; |15&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |2nd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |6||style=&amp;quot;background: #FFF2FF;&amp;quot; |15&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |3rd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |4th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |5th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |3||style=&amp;quot;background: #FFF2FF;&amp;quot; |4||style=&amp;quot;background: #FFF2FF;&amp;quot; |5||style=&amp;quot;background: #FFF2FF;&amp;quot; |13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1st Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2nd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |3||style=&amp;quot;background: #F2FFF2;&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3rd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |4th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |1||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |2||style=&amp;quot;background: #F2FFF2;&amp;quot; |5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard skill requirements&#039;&#039;&#039; (&#039;&#039;&#039;{{Skill|Theurgy|Theurgy}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Skill|Parry Ability|Parry Ability}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Skill|Shield Usage|Shield Usage}}&#039;&#039;&#039;) are listed in bold. These skills cannot count toward Nth skills, such as 1st Magic or 1st Weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft skill requirements&#039;&#039;&#039; ({{Skill|Augmentation|Augmentation}}) can count toward your Nth skills.&lt;br /&gt;
:Note: The following &amp;quot;mastery&amp;quot; skills never count toward Nth skill requirements, since they affect all or most of the skillset: {{Skill|Defending|Defending}}, {{Skill|Parry Ability|Parry Ability}}, {{Skill|Offhand Weapon|Offhand Weapon}}, {{Skill|Melee Mastery|Melee Mastery}}, {{Skill|Missile Mastery|Missile Mastery}}, and {{Skill|Primary Magic|Holy Magic}}. For Clerics, {{Skill|Sorcery|Sorcery}} and {{Skill|Thievery|Thievery}} also do not count towards Nth skill requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nth skill requirements&#039;&#039;&#039; are met with your top-ranked skills out of the following list of eligible skills:&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: {{Skill|Shield Usage|Shield Usage}}, {{Skill|Light Armor|Light Armor}}, {{Skill|Chain Armor|Chain Armor}}, {{Skill|Brigandine|Brigandine}}, and {{Skill|Plate Armor|Plate Armor}}&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: {{Skill|Small Edged|Small Edged}}, {{Skill|Large Edged|Large Edged}}, {{Skill|Twohanded Edged|Twohanded Edged}}, {{Skill|Small Blunt|Small Blunt}}, {{Skill|Large Blunt|Large Blunt}}, {{Skill|Twohanded Blunt|Twohanded Blunt}}, {{Skill|Slings|Slings}}, {{Skill|Bow|Bow}}, {{Skill|Crossbow|Crossbow}}, {{Skill|Staves|Staves}}, {{Skill|Polearms|Polearms}}, {{Skill|Light Thrown|Light Thrown}}, {{Skill|Heavy Thrown|Heavy Thrown}}, and {{Skill|Brawling|Brawling}}&lt;br /&gt;
*&#039;&#039;&#039;Lore&#039;&#039;&#039;: {{Skill|Forging|Forging}}, {{Skill|Engineering|Engineering}}, {{Skill|Outfitting|Outfitting}}, {{Skill|Alchemy|Alchemy}}, {{Skill|Enchanting|Enchanting}}, {{Skill|Scholarship|Scholarship}}, {{Skill|Mechanical Lore|Mechanical Lore}}, {{Skill|Appraisal|Appraisal}}, {{Skill|Performance|Performance}}, and {{Skill|Tactics|Tactics}}&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: {{Skill|Attunement|Attunement}}, {{Skill|Arcana|Arcana}}, {{Skill|Targeted Magic|Targeted Magic}}, {{Skill|Augmentation|Augmentation}}, {{Skill|Debilitation|Debilitation}}, {{Skill|Utility|Utility}}, and {{Skill|Warding|Warding}}&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039;: {{Skill|Evasion|Evasion}}, {{Skill|Athletics|Athletics}}, {{Skill|Perception|Perception}}, {{Skill|Stealth|Stealth}}, {{Skill|Locksmithing|Locksmithing}}, {{Skill|First Aid|First Aid}}, {{Skill|Outdoorsmanship|Outdoorsmanship}}, and {{Skill|Skinning|Skinning}}&lt;br /&gt;
===Cumulative===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skillset!!Skill!!10!!30!!70!!100!!150!!200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;{{Skill|Shield Usage|Shield Usage}}&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |10||style=&amp;quot;background: #F2F2FF;&amp;quot; |50||style=&amp;quot;background: #F2F2FF;&amp;quot; |130||style=&amp;quot;background: #F2F2FF;&amp;quot; |220||style=&amp;quot;background: #F2F2FF;&amp;quot; |420||style=&amp;quot;background: #F2F2FF;&amp;quot; |920&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |1st Armor||style=&amp;quot;background: #F2F2FF;&amp;quot; |20||style=&amp;quot;background: #F2F2FF;&amp;quot; |60||style=&amp;quot;background: #F2F2FF;&amp;quot; |180||style=&amp;quot;background: #F2F2FF;&amp;quot; |270||style=&amp;quot;background: #F2F2FF;&amp;quot; |470||style=&amp;quot;background: #F2F2FF;&amp;quot; |970&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;armor&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;Total Armor&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;30&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;110&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;310&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;490&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;890&#039;&#039;&#039;||style=&amp;quot;background: #F2F2FF;&amp;quot; |&#039;&#039;&#039;1,890&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;{{Skill|Parry Ability|Parry Ability}}&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |20||style=&amp;quot;background: #FFF2F2;&amp;quot; |80||style=&amp;quot;background: #FFF2F2;&amp;quot; |200||style=&amp;quot;background: #FFF2F2;&amp;quot; |290||style=&amp;quot;background: #FFF2F2;&amp;quot; |490||style=&amp;quot;background: #FFF2F2;&amp;quot; |990&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |1st Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |30||style=&amp;quot;background: #FFF2F2;&amp;quot; |90||style=&amp;quot;background: #FFF2F2;&amp;quot; |250||style=&amp;quot;background: #FFF2F2;&amp;quot; |370||style=&amp;quot;background: #FFF2F2;&amp;quot; |620||style=&amp;quot;background: #FFF2F2;&amp;quot; |1,270&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |2nd Weapon||style=&amp;quot;background: #FFF2F2;&amp;quot; |0||style=&amp;quot;background: #FFF2F2;&amp;quot; |0||style=&amp;quot;background: #FFF2F2;&amp;quot; |80||style=&amp;quot;background: #FFF2F2;&amp;quot; |140||style=&amp;quot;background: #FFF2F2;&amp;quot; |290||style=&amp;quot;background: #FFF2F2;&amp;quot; |690&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;weapon&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;Total Weapon&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;50&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;170&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;530&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;800&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;1,400&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;2,950&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |1st Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |20||style=&amp;quot;background: #FFFFF2;&amp;quot; |80||style=&amp;quot;background: #FFFFF2;&amp;quot; |200||style=&amp;quot;background: #FFFFF2;&amp;quot; |320||style=&amp;quot;background: #FFFFF2;&amp;quot; |570||style=&amp;quot;background: #FFFFF2;&amp;quot; |1,220&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |2nd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |20||style=&amp;quot;background: #FFFFF2;&amp;quot; |60||style=&amp;quot;background: #FFFFF2;&amp;quot; |180||style=&amp;quot;background: #FFFFF2;&amp;quot; |270||style=&amp;quot;background: #FFFFF2;&amp;quot; |470||style=&amp;quot;background: #FFFFF2;&amp;quot; |970&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |3rd Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |10||style=&amp;quot;background: #FFFFF2;&amp;quot; |50||style=&amp;quot;background: #FFFFF2;&amp;quot; |130||style=&amp;quot;background: #FFFFF2;&amp;quot; |220||style=&amp;quot;background: #FFFFF2;&amp;quot; |370||style=&amp;quot;background: #FFFFF2;&amp;quot; |770&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |4th Lore||style=&amp;quot;background: #FFFFF2;&amp;quot; |0||style=&amp;quot;background: #FFFFF2;&amp;quot; |0||style=&amp;quot;background: #FFFFF2;&amp;quot; |80||style=&amp;quot;background: #FFFFF2;&amp;quot; |170||style=&amp;quot;background: #FFFFF2;&amp;quot; |320||style=&amp;quot;background: #FFFFF2;&amp;quot; |720&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;lore&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;Total Lore&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;50&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;190&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;590&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;980&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;1,730&#039;&#039;&#039;||style=&amp;quot;background: #FFFFF2;&amp;quot; |&#039;&#039;&#039;3,680&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |magic||style=&amp;quot;background: #FFF2F2;&amp;quot; |&#039;&#039;&#039;{{Skill|Theurgy|Theurgy}}&#039;&#039;&#039;||style=&amp;quot;background: #FFF2F2;&amp;quot; |30||style=&amp;quot;background: #FFF2F2;&amp;quot; |110||style=&amp;quot;background: #FFF2F2;&amp;quot; |270||style=&amp;quot;background: #FFF2F2;&amp;quot; |420||style=&amp;quot;background: #FFF2F2;&amp;quot; |720||style=&amp;quot;background: #FFF2F2;&amp;quot; |1,470&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2F2;&amp;quot; |magic||style=&amp;quot;background: #FFF2F2;&amp;quot; |{{Skill|Augmentation|Augmentation}}||style=&amp;quot;background: #FFF2F2;&amp;quot; |20||style=&amp;quot;background: #FFF2F2;&amp;quot; |60||style=&amp;quot;background: #FFF2F2;&amp;quot; |180||style=&amp;quot;background: #FFF2F2;&amp;quot; |270||style=&amp;quot;background: #FFF2F2;&amp;quot; |470||style=&amp;quot;background: #FFF2F2;&amp;quot; |970&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |1st Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |40||style=&amp;quot;background: #FFF2FF;&amp;quot; |120||style=&amp;quot;background: #FFF2FF;&amp;quot; |320||style=&amp;quot;background: #FFF2FF;&amp;quot; |470||style=&amp;quot;background: #FFF2FF;&amp;quot; |770||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,520&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |2nd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |40||style=&amp;quot;background: #FFF2FF;&amp;quot; |120||style=&amp;quot;background: #FFF2FF;&amp;quot; |280||style=&amp;quot;background: #FFF2FF;&amp;quot; |430||style=&amp;quot;background: #FFF2FF;&amp;quot; |730||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,480&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |3rd Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |30||style=&amp;quot;background: #FFF2FF;&amp;quot; |90||style=&amp;quot;background: #FFF2FF;&amp;quot; |210||style=&amp;quot;background: #FFF2FF;&amp;quot; |330||style=&amp;quot;background: #FFF2FF;&amp;quot; |580||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,230&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |4th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |60||style=&amp;quot;background: #FFF2FF;&amp;quot; |180||style=&amp;quot;background: #FFF2FF;&amp;quot; |300||style=&amp;quot;background: #FFF2FF;&amp;quot; |550||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |5th Magic||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |0||style=&amp;quot;background: #FFF2FF;&amp;quot; |120||style=&amp;quot;background: #FFF2FF;&amp;quot; |240||style=&amp;quot;background: #FFF2FF;&amp;quot; |490||style=&amp;quot;background: #FFF2FF;&amp;quot; |1,140&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;magic&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;Total Magic&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;140&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;500&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;1,380&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;2,190&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;3,840&#039;&#039;&#039;||style=&amp;quot;background: #FFF2FF;&amp;quot; |&#039;&#039;&#039;8,040&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |1st Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |50||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |220||style=&amp;quot;background: #F2FFF2;&amp;quot; |370||style=&amp;quot;background: #F2FFF2;&amp;quot; |770&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |2nd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |110||style=&amp;quot;background: #F2FFF2;&amp;quot; |170||style=&amp;quot;background: #F2FFF2;&amp;quot; |320||style=&amp;quot;background: #F2FFF2;&amp;quot; |720&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |3rd Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |70||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |230||style=&amp;quot;background: #F2FFF2;&amp;quot; |480&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |4th Survival||style=&amp;quot;background: #F2FFF2;&amp;quot; |10||style=&amp;quot;background: #F2FFF2;&amp;quot; |30||style=&amp;quot;background: #F2FFF2;&amp;quot; |70||style=&amp;quot;background: #F2FFF2;&amp;quot; |130||style=&amp;quot;background: #F2FFF2;&amp;quot; |230||style=&amp;quot;background: #F2FFF2;&amp;quot; |480&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;survival&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;Total Survival&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;40&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;140&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;380&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;650&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;1,150&#039;&#039;&#039;||style=&amp;quot;background: #F2FFF2;&amp;quot; |&#039;&#039;&#039;2,450&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;all&#039;&#039;&#039;||&#039;&#039;&#039;Total&#039;&#039;&#039;||&#039;&#039;&#039;310&#039;&#039;&#039;||&#039;&#039;&#039;1,110&#039;&#039;&#039;||&#039;&#039;&#039;3,190&#039;&#039;&#039;||&#039;&#039;&#039;5,110&#039;&#039;&#039;||&#039;&#039;&#039;9,010&#039;&#039;&#039;||&#039;&#039;&#039;19,010&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Soft Requirements are not counted towards cumulative totals.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
A list of Cleric holy visions can be found [[Cleric_vision_list|here]].&lt;br /&gt;
&lt;br /&gt;
The monk outside the Crossing Cleric&#039;s Guild gives a different message to people entering depending on whether they are a Cleric, and what circle Cleric they are if so.&lt;br /&gt;
&lt;br /&gt;
Non-Cleric (Including Empaths):  The monk glances over to you and nods in greeting as you enter the guildhall.&lt;br /&gt;
&lt;br /&gt;
1st:  The monk eyes you for a moment before waving you onward to the guild with the words, &amp;quot;Welcome, [Pre-Title] SoandSo, I trust you have not been slacking in your studies?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10th:  The monk nods in greeting and says, &amp;quot;Good day [Pretitle] SoandSo, how are your studies progressing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
20th:  The monk smiles in greeting and says, &amp;quot;It&#039;s good to see you&#039;re taking your duties to [YourImmortal] seriously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
30th:  The monk greets you with a pat on the back and a friendly smile, &amp;quot;You are becoming quite devoted, [Pre-Title] SoandSo.  I am sure [YourImmortal] would be quite pleased!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
50th:  The monk makes a sweeping gesture with his hand, ushering you toward the guildhall with the words, &amp;quot;Welcome, [Pre-Title] SoandSo!  It is good to see you visit us still, even as you grow in the eyes of [YourImmortal].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
70th:  The monk&#039;s eyes grow wide as he sees you approach.  He ushers you inside with a bow and a hearty greeting.  &amp;quot;By the gods!  It is wonderful to see the elders pass through our humble halls still.  Make yourself at home, [Pre-Title] SoandSo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
90th:  The monk smiles nervously as you approach and he stammers, &amp;quot;Welcome to our humble guildhall, [Pre-Title] SoandSo.  We are honored to be graced by the gift of your visit.  May [YourImmortal] bless this occasion!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
106th+:  The monk bows humbly with a sweeping gesture toward the guildhall and says, &amp;quot;A High Priest(ess) (Pre-title?) of YourImmortal!  It is indeed a marvelous honor to be in your presence, m&#039;[Lord/Lady] SoandSo.  Please proceed with the welcome of our entire city.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Clerics of Renown]]&lt;br /&gt;
* [[Cleric Titles]]&lt;br /&gt;
* [[Cleric guide]]&lt;br /&gt;
* [[Cleric Rituals]]&lt;br /&gt;
* [[Infusion ability|Infusion]]&lt;br /&gt;
* [[Altar_List|A list of altars around Elanthia]]&lt;br /&gt;
{{cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=489103</id>
		<title>Moon Mage new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=489103"/>
		<updated>2018-07-16T11:07:36Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: The &amp;quot;Training Attunement&amp;quot; section was completely wrong, talking about room-based power-walking, not lunar PP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|Kraggur&#039;s Moon Mage Guide}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
===What Is This Guide?===&lt;br /&gt;
&lt;br /&gt;
This guide is intended primarily for players new to both DragonRealms and to the Moon Mage guild. The purpose of this guide is to synthesize a breadth of information from other sources in a relatively concise presentation, so that the new Moon Mage player can decide which skills to train and receive some guidance on how to do so. While some overlap is unavoidable, this guide does not seek to replace the [[General_new_player_guide|New Player Guide]] and it is recommended that a totally green player start there. &lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon Mage guild. Here, you’ll find elegance, cleverness, a connection with something greater than the mere antics of a small world in a vast cosmos. If you want to make your foes explode in a shower of fire and ice, this guild isn’t for you. If you want to rely on the power of fickle Immortals, this guild isn’t for you. If you want to bludgeon your enemies to death with a clumsy weapon of steel, this guild isn’t for you. If, on the other hand, you want to twist the very fabric of fate to your advantage, pick apart the subtle insecurities in your foes subconscious, and bend time and space to your very whim, then oh yes, you have come to the right place. &lt;br /&gt;
&lt;br /&gt;
The path of the Moon Mage is not one of blood and glory and conquest, but rather of careful study, precise deliberation, and decisive action. We are the purveyors of the stars, of immense and ancient forces, predictable with enough study, but never controllable. Your power will wax with the rising of the three moons of Elanthia, and will wane with their setting. As you grow in power, you will learn to read the skies to your benefit and your enemy’s detriment, to cross the entire breadth of the lands in a moment. Welcome to being a Moon Mage.&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
&lt;br /&gt;
One of the hallmarks of the Moon Mage is her connection to the [[Plane_of_Probability|Plane of Probability]]. By studying the heavenly bodies, she is able to catch obscure glimpses of future events, permitting her to make [[Predictions|predictions]] to help her and her allies, or curse her foes. She has access to a unique form of [[Moon_Mage_Enchanting|enchanting]], used to inscribe the sigils of celestial bodies, rendering mundane objects into powerful magical artifacts. &lt;br /&gt;
&lt;br /&gt;
The most famous attribute of the Moon Mage, though, is her capacity to travel great distances in the blink of an eye. At first, she may only have the power to [[Teleport]] herself a short distance to a strategically-placed [[Focus_Moonbeam|Moonbeam]], perhaps one that she has [[SM|shifted]] to a friend she has [[Locate|located]]. With training, she will soon find herself able to open a [[Moon Gate]], permitting others to travel as she does. An experienced Moon Mage can [[Astral_travel|enter and exit]] the [[Astral Plane]] through the shards of the shattered moon [[Grazhir]], connecting far-flung regions of the realms via a short (though incredibly dangerous) sojourn through another dimension. This art has the perhaps misleadingly tranquil name of [[Astral_Travel|Walking the Ways]]. Powerful mages can [[Astral_travel|Walk the Ways]] from anywhere; these are true masters of inter-planar travel. The strongest of the Moon Mages can open [[Riftal_Summons|rifts]] as if from thin air, permitting those on the other side to pass through to the mage&#039;s location. &lt;br /&gt;
&lt;br /&gt;
These powerful gifts come at great risk - making contact with another plane is an exercise fraught with peril. A momentary lapse in focus, the smallest of distractions, or the slightest mistake can all lead to a violent and fatal end.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Moon Mage ===&lt;br /&gt;
&lt;br /&gt;
There is a multitude of ways to shape the personality of your moon mage. Othoreke is a bookish gnome who spends all of his time in libraries and observatories, searching for answers to questions he has long ago forgotten - or was it that he hasn&#039;t thought of them yet? Though he largely eschews combat, he is no stranger to pain, having been torn limb from limb in the [[Astral_Plane|Astral Plane]] more times than he can remember (though his memory is not what used to be), in his insatiable desire for greater and deeper knowledge. Beran is a Shaman from the Arid Steppe. A hunter and a tracker by nature, she is as skilled with a spear and a bow as she is with magical attacks. Preferring the open sky to a musty library, she is a scholar of the wilds and of the forces of nature; she goes where the stars guide her. Shhneri aar&#039;Lanth is a Tezirite, drawn to the darker aspects of Lunar Magic, whose predilection for [[Teleologic_Sorcery|Teolologic Sorcery]] draws the ire of many of her mage counterparts too blinded by prejudice to see the true potential of her work. No matter, their ignorance may well prove to be their downfall.&lt;br /&gt;
&lt;br /&gt;
Moon Mage lore is vast and immersive. Here we point you to some key information that you might find useful in shaping your character&#039;s personality and history.&lt;br /&gt;
&lt;br /&gt;
==== Sects ====&lt;br /&gt;
The Moon Mage guild was originally founded by six groups, or [[sects]], of magic users that were unified by their prophetic ability and use of lunar magic during en event known as the [[Lunar Accord]]. Each [[sects|sect]] had a unique philosophic approach to the use of these abilities, and many of these differences persist to the present at least in part to the relatively recent [[Mirror_Wraith_Prophecy|re-emergence of the original sects]]. Although not every (or even most) students choose to join one of the [[sects]], studying the philosophy of at least one is an excellent way to explore ones&#039; own relationship with fate.&lt;br /&gt;
&lt;br /&gt;
These sects are:&amp;lt;br/&amp;gt;&lt;br /&gt;
*The [[Celestial_Compact|Celestial Compact]] is a group of astrologers and politicians who seek to shape [[Kermoria]] with their knowledge of the future.&lt;br /&gt;
*The [[Fortune&#039;s_Path|Followers of Fortunes Path]] are often carefree, but occasionally fatalistic, wanderers who strive to follow the whims of fate.&lt;br /&gt;
*The [[Monks of the Crystal Hand]] are stoic and ascetic seekers of transcendence.&lt;br /&gt;
*The [[Nomads_of_the_Arid_Steppe|Nomads of the Arid Steppe]] are an association of tribesmen who seek guidance from  the stars and their ancestors.&lt;br /&gt;
*The [[Progeny_of_Tezirah|Progeny of Tezirah]] are masters of both shadow magic and backroom politics.&lt;br /&gt;
*The [[Prophets_of_G&#039;nar_Peth|Prophets of G&#039;nar Peth]] are seekers of Esoteric knowledge who many believe are afflicted with madness.&lt;br /&gt;
*[[Heritage House]] is an emergent [[sects|sect]] that strives to unify the divergent perspective of the guild into a single coherent philosophy.&lt;br /&gt;
&lt;br /&gt;
==Training Philosophy==&lt;br /&gt;
This guide focuses on developing a balanced and powerful Moon Mage, and as such we will be recommending significantly more skills than the minimum required to circle, which is seven magic skills, five survival skills, three lore skills, and additionally Astrology and Scholarship (for details see the [[Moon_mage#Circle_Requirements| relevant section of the Moon Mage Page]]). Circling gives you Time Development Points, spell slots, and access to more powerful spells, but does not give you any advantage to the application of those skills. For example, the [[Moongate]] spell stipulates that you be circle 25 to learn it, but it will do you no good to rush to this circle if your [[Utility]] skill is too low to cast the spell when you get there.&lt;br /&gt;
&lt;br /&gt;
Moon Mages have [[Magic_skillset|Magic]] as their primary skillset, [[Survival]] and [[Lore_Skillset|Lore]] as their secondary skillsets, and [[Weapons_skillset|Weapons]] and [[Armor_skillset|Armor]] as their tertiary skillsets. A common misconception, from which you ought to rid yourself immediately should you share in it, is that tertiary skills are not worth training. Before deciding which skills to train and which to ignore, it would behoove you to understand exactly what it means for a skill to be primary, secondary, or tertiary. This information is in the [[Skillsets]] and [[Experience]] pages, but we will summarize it here. Relative to a secondary or primary skill, a tertiary skill has a smaller experience pool which will pulse more slowly. As a consequence, if you train a tertiary and primary skill to mindlock, the primary skill will clear faster, and give you more ranks when it does, than the tertiary skill. Furthermore, there are certain &amp;quot;perks&amp;quot; associated with each skillset being secondary or primary; for example, armor secondaries will gain more stance points and suffer less hindrance per rank in a given armor than will armor tertiaries. You should not let these facts deter you from training tertiary skills, however. Aside from being useful in their own right, many skills synergize well with skills from other skillsets, which means that training certain tertiary skills can actually help you better train other primary skills. For example, you will find it easier to train your targeted magic and debilitation spells if your armor and parry skills let you survive in combat longer.&lt;br /&gt;
&lt;br /&gt;
As a summary, here is a comprehensive list of the skills we will recommending, arranged by skillset:&lt;br /&gt;
&lt;br /&gt;
* [[Magic_skillset|Magic]]: [[Astrology]], [[Attunement]], [[Arcana]], [[Utility]], [[Augmentation]], [[Warding]], [[TM|Targeted Magic]], [[Debilitation]]&lt;br /&gt;
* [[Survival]]: [[Evasion]], [[Stealth]], [[Perception]], [[Skinning]], [[Locksmithing]], [[Athletics]], [[Outdoorsmanship]], [[First Aid]]&lt;br /&gt;
* [[Lore_skillset|Lore]]: [[Scholarship]], [[Appraisal]], [[Tactics]]&lt;br /&gt;
* [[Weapon_skillset|Weapons]]: [[Parry]], [[Missile_Mastery|Missile Mastery]], [[Melee_Mastery|Melee Mastery]], [[Small_Edged|Small Edged]], [[Small_blunt|Small Blunt]], [[Light_thrown|Light Thrown]], [[Bow_skill|Bow]], [[Crossbow_skill|Crossbow]], [[Slings_skill|Sling]]&lt;br /&gt;
* [[Armor_skillset|Armor]]: [[Defending]], [[Shield_skill|Shields]], [[Light_Armor|Light Armor]], [[Chain_Armor|Chain Armor]], [[Brigandine_armor|Brigandine armor]], [[Plate_armor|Plate armor]]&lt;br /&gt;
&lt;br /&gt;
==[[Combat]]==&lt;br /&gt;
&lt;br /&gt;
The primary focus of many Moon Mages may not be combat, but you should not let this deter you if you want to train &#039;&#039;your&#039;&#039; Moon Mage to hunt. While it is true that both weapons and armor are tertiary skillsets for you, you have other advantages that will help you; mainly, you have access to a number of strong combat spells from all five spell skills, and you have [[Evasion]], [[Stealth]] and [[Tactics]] as secondary skills. The key to successful hunting is to take advantage of your strengths to bolster your weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Non-Magical Defenses===&lt;br /&gt;
&lt;br /&gt;
The non-magical defensive skills can be grouped into five categories:&lt;br /&gt;
&lt;br /&gt;
* The [[Armor]] Skills, including [[Light_Armor_skill|Light]], [[Chain_Armor_skill|Chain]], [[Brigandine_Armor_skill|Brigandine]], and [[Plate_Armor_skill|Plate]] armor skills&lt;br /&gt;
* The [[Shield_skill|Shield Usage skill]]&lt;br /&gt;
* The [[Defending_skill|Defending skill]]&lt;br /&gt;
* The [[Parry]] skill&lt;br /&gt;
* The [[Evasion]] skill&lt;br /&gt;
&lt;br /&gt;
Of these, the only one that is &#039;&#039;&#039;not&#039;&#039;&#039; tertiary for the Moon Mage is [[Evasion]], which means this will be your strongest non-magical defense. However, the other skills can still be very useful to you if you train them and use them correctly. Because their ranks will be lower than your [[Magic]] and [[Survival]] combat skills, you will need to take extra care to make sure you are using these skills to effectively complement your combat abilities. Doing so can permit you to train these skills at level, rather than back-back train them, which means more efficient training. To do this you&#039;ll need a thorough understanding of combat mechanics. We discuss this next.&lt;br /&gt;
&lt;br /&gt;
===Balance, Position, and Tactics===&lt;br /&gt;
It is highly recommended that you read through the [[Combat]] and [[Tactics]] pages. We will briefly cover the most salient points here. Both [[Parry]] and [[Evasion]], as well as your chances of landing a successful hit, depend on your [[Combat#Balance_and_Position|balance and position]]. Balance, in turn, is determined by the type of attacks you make and the weapon you use, and position is a measure of the difference between your balance and your opponent&#039;s. You want to make sure that you keep your balance as high as possible, by using the right weapon and choosing the right types of attacks, and that your opponents&#039; balance is as low as possible, which you can influence through stuns and [[Tactics]]. This is not to say that you should avoid unbalancing attacks; these tend to do more damage and you should take advantage of that, but you do not want to stay in an unbalanced position for too long. After making an attack that hurts your balance, consider making balancing attacks until you have recovered. You should also be aware that retreating gives you a significant, though temporary, penalty to your defenses. [[Tactics]] is a secondary skill for you, and you should make full use of it to keep your opponent vulnerable and off-balance. Information about how different types of attacks influence your balance can be found in [[Combat#Maneuver_Chart|the relevant section]] of the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Weapons]] and [[Armor]]===&lt;br /&gt;
Armors and weapons tend to make for some of the most meaningful role-playing choices, and so we begin this section by reiterating that you should not let mechanics be the most important factor in your decisions. This is not to say that there&#039;s no such thing as a bad idea; if your heart is set on playing a gnome who wears full plate and fights with a two-handed maul, then you should very seriously consider joining a different guild. The weapons and armor we will recommend here are chosen to make your training easier, and we make every effort to explain why this is the case. The factors behind our motivation largely have to do with [[Hindrance|hindrance]], [[Combat#balance|balance]], and [[Encumbrance|encumbrance]]; in that order. &lt;br /&gt;
&lt;br /&gt;
====[[Weapons]]====&lt;br /&gt;
A good set of weapons to train for a starting moon mage is [[Small Edged]], [[Small Blunt]], and  [[Brawling]] for melee and [[Light Thrown]], [[Bow]], and [[Crossbow]] for ranged. The weapons that train these skills are less tiring to use, and are better for preserving or recovering balance. The consequences of this are that you will need to take fewer breaks to recover stamina, that you will hit more often, and critically, that you will be better able to maintain your position and hence get hit less often. Because almost all of your non-magical defensive skills are tertiary, this can make a big difference. Why train so many skills, as a weapons tertiary? Besides the TDPs, training multiple types of melee weapons is the best way to train [[Melee_Mastery|Melee Mastery]] (and likewise with ranged weapons for [[Missile_Mastery|Missile Mastey]]). These masteries give a bonus to any attack  that trains a melee or ranged skill, respectively. Training multiple weapons can keep your mastery skills well above the individual weapon skills, which helps to bridge the gap between your magical and non-magical combat skills. If you train at least three weapons, you can expect to see your mastery skill stay upwards of 120% of the ranks of your highest weapon. This provides a way to train all of your combat skills together, at level, if you wish to pursue this training path.&lt;br /&gt;
&lt;br /&gt;
====[[Armor]]====&lt;br /&gt;
Heavier armor provides more protection at the cost of [[Hindrance]]. The severity of this hindrance decreases as you get more ranks in the respective armor skill. Additionally, your guild influences how much certain armor types will hinder you; this is in addition to the effects of the skill being tertiary. As an armor tertiary, this means that it is going to be harder to use heavier armor, especially in the beginning.&lt;br /&gt;
&lt;br /&gt;
All of these considerations make [[Light_Armor_skill|Leather or Cloth armor (Light Armor)]] a good starting choice. You can swap in [[Chain_Armor_skill|Chain]] or even [[Brigandine_Armor_skill|Brigandine]] armor for the TDPs, or even to get enough ranks in them to wear more of these types of armor. Since you’ll probably want to use [[Stealth]] if you’re hunting, make sure you’re in [[Light_Armor_skill|Light Armor]] when you hide on your foes. It is recommended that you also use a small shield. Different physical defenses are better suited for different types of attacks, and shields are good at defending against ranged. This is useful, beyond just the TDPs.&lt;br /&gt;
&lt;br /&gt;
=== Magic in Combat ===&lt;br /&gt;
Moon Mages have access to a number of spells that make it easier to train Weapons and Armor skills. [[SEER|Seer’s Sense]] provides a large bonus to evasion; if you intend to train your mage in combat, do not overlook this spell. [[COL|Cage of Light]] provides damage absorption, and [[Shadows]] provides a bonus to Stealth. [[WD|Whole Displacement]] is a pulsing spell that will remove you from melee range; unlike retreating, it will not impose a defense penalty and will not fail (though it has a maximum pulse rate, and so you may still find yourself in melee for a time before it pulses again).&lt;br /&gt;
&lt;br /&gt;
You also have several stuns available early on; aside from training your magic skills, these can help relieve pressure in a combat situation by restraining one or more enemies. Starting out, look in to [[Calm]], [[Dazzle]], and [[Sleep]]. These spells are also all prerequisites for more powerful spells. Many of your [[TM|Targeted Magic]] spells, like [[Burn]] and [[DO|Dinazen Olkar]], also have a chance of inflicting a stun (especially when combined with effective use of the [[Tactics]] skill).  &lt;br /&gt;
&lt;br /&gt;
If you use your magic and tactics effectively, choose your weapons and armor wisely, and keep a close eye on your balance and position, you will find that training your Moon Mage in combat is not as difficult as you may have expected.&lt;br /&gt;
&lt;br /&gt;
==[[Magic|Magic Skills]]==&lt;br /&gt;
To circle you will eventually need to train every magic skill accessible to you except for [[Sorcery]]. There are eight of these, counting the unique guild skill [[Astrology]]. &lt;br /&gt;
&lt;br /&gt;
===Training [[Astrology]]===&lt;br /&gt;
The guild skill is [[Astrology]], which is trained by observing the cosmos and making [[predictions]].&lt;br /&gt;
&lt;br /&gt;
====Useful spells====&lt;br /&gt;
The following spells will aid in stargazing, so use them if you can:&lt;br /&gt;
&lt;br /&gt;
* [[Clear Vision]]&lt;br /&gt;
* [[Piercing Gaze]] (helps see through clouds)&lt;br /&gt;
* [[Aura Sight]] (boosts Astrology)&lt;br /&gt;
&lt;br /&gt;
====Observing the cosmos====&lt;br /&gt;
You can start by {{com|OBSERVE}} {{tt|SKY}}, which will show you all the celestial objects you can perceive. You cannot immediately observe all objects in the sky, however. As you circle, your guild leader will teach you how to understand more and more celestial objects. To make an observation, just {{com|OBSERVE}} {{tt|&amp;lt;target&amp;gt;}}. Keep in mind that when just starting out daytime gazing will be much easier, the easiest observation is {{com|OBSERVE}} {{tt|SUN}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There is a 2 minute cooldown on observations of celestial objects. &amp;lt;br /&amp;gt;&lt;br /&gt;
Highlighting the observation cooldown timer message below will help you maintain consistent and regular astrology training. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;You feel you have sufficiently pondered your latest observation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of celestial object governs a skillset: Defense, Event, Lore, Magic, Offense, Survival and All. Each time you observe an object, it adds a bit of knowledge to a prediction pool of that skillset. If you {{com|PREDICT}} {{tt|STATE &amp;lt;skillset&amp;gt;}}, you will see how much you have learned about that skillset from observing the heavens. Detailed information about heavenly bodies, what skillsets they govern, and when they are visible is captured in the [[Star chart|star chart]].&lt;br /&gt;
&lt;br /&gt;
=====Using a [[Telescope]]=====&lt;br /&gt;
&lt;br /&gt;
A telescope will aid your observations, making bodies easier to observe and filling prediction pools faster. If you do not have a telescope, you can use one of the [[Telescopes#Stationary Variations|stationary telescopes]] or buy one from [[Konezu&#039;s Lenses]] in Therenborough (don&#039;t forget a case!). To use a telescope hold it in one hand and {{com|OPEN}} {{tt|TELESCOPE}}. Next {{com|CENTER}} {{tt|TELESCOPE ON &amp;lt;target&amp;gt;}}, where target is one of the objects you find in the sky. Finally {{com|PEER}} {{tt|TELESCOPE}} to make the observation.&lt;br /&gt;
&lt;br /&gt;
====[[Prediction]]s====&lt;br /&gt;
Once a prediction pool is sufficiently filled, you can {{com|ALIGN}} to a given skillset or even a specific skill, and then {{com|PREDICT}} {{tt|FUTURE &amp;lt;person&amp;gt;}}. This will give you a vision about the prediction, which may look something like this;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You look inside yourself in an attempt to see beyond the now.&lt;br /&gt;
After a few moments, the mists of time begin to part.&lt;br /&gt;
You see the midday sun warming you under its soft face.&lt;br /&gt;
You see a young boy taking his vows of apprenticeship.&lt;br /&gt;
A man stands in darkness clad in plate armor.&lt;br /&gt;
A shiver runs through your spine.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Evaluating visions is a tricky business, but there’s some method to the madness. Read a bit about [[prediction]]. At 10th circle you can learn Event Prediction from another Moon Mage.  This is a handy way of training Astrology without running the risk of cursing someone, and also a means of telling what is going on in the realms and what is to come. If you {{com|STUDY}} {{tt|SKY}}, you’ll start filling your Event prediction pool. When you have studied the sky sufficiently, you can {{com|PREDICT}} {{tt|FUTURE EVENT}}, which will give you a vision, and teach Astrology.&lt;br /&gt;
&lt;br /&gt;
Soon, you’ll want to pick up a divining tool, like a set of bones to cast, or starcharts to study, etc. Each of these tools are affiliated with a type of Moon Mage, which is a primarily role playing choice, though there are some differences.&lt;br /&gt;
&lt;br /&gt;
===The Five Disciplines of Magic===&lt;br /&gt;
There are five skills that govern the casting of your spells: [[Augmentation]], [[Utility]], [[Warding]], [[Debilitation]], and [[TM|Targeted Magic]]. Every spell belongs to one or more of these disciplines, and as a Moon Mage, most of your signature spells belong to the [[Utility]] school. You will eventually need to train all of these skills, though they need not be trained at the same level. &lt;br /&gt;
&lt;br /&gt;
The [[Magic]] page has useful information about these skills. In brief, these skills are trained by casting spells, and the experience gained from each cast depends upon the amount of mana streams put into the spell. Combat spells require that you hit your target in order to train the skill, and the difficulty of the target relative to your skills determines how well the skill will train. Because of this latter fact, you may find that your combat magics ([[Debilitation]] and [[TM|Targeted Magic]]) will train within 10-20 ranks of your non-magical combat skills. It is therefore common that [[Augmentation]], [[Utility]], and [[Warding]] will eclipse [[Debilitation]] and [[TM|Targeted Magic]] in ranks.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement|Training Attunement]]===&lt;br /&gt;
&lt;br /&gt;
Training Attunement is different for the Lunar Guilds (once just Moon Mage, now Traders are Lunar magic users as well).  Instead of room-based attunement with mana differing in each room, and with perceiving mana in each room before moving on (known as &amp;quot;power walking&amp;quot;) to train attunement; lunar mana is universal, it is the same in EVERY room.  The mana level instead differs by each spellbook the lunar user has, and the mana available for that spellbook varies based on the position and phase of the moons, as well as how many planets one can perceive based on skill.  This means that a novice who can&#039;t sense any planets is at the complete mercy of the moons, while a high-level moon mage is not as hindered as much when the moons are at the new moon phase and set below the horizon.&lt;br /&gt;
&lt;br /&gt;
Because of this greater complication, the lunar-attuned mage senses a whole lot more than just the room mana.  PERC HELP is of good help, as it will list what options you can use.&lt;br /&gt;
&lt;br /&gt;
The Moon Mage (or Trader) trains attunement from perceiving all the various things.  Each of the 3 moons, each of the 4 spellbooks (3 for Traders), the PLANETs, MOONBEAMs, the AREA, and WATCHERs observing the area magically.  For the 3 moons, MOONS can be used to combine the perception for all 3 moons.  MANA can be used to combine the 4 spellbooks.&lt;br /&gt;
&lt;br /&gt;
Perceiving the moons also trains Astrology slightly as you observe their position in the sky, except when low-skill and you can&#039;t tell precisely where they are set below the horizon.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana|Training Arcana]]===&lt;br /&gt;
If [[attunement]] tends to be the first magic skill, [[arcana]] is the second. This skill can be confusing and frustrating for new players, especially because for the first hundred ranks it may not feel like it&#039;s useful for anything. It is! Firstly, 100 ranks are needed for most magical feats (discussed below), and secondly, you will eventually want to use mana streams harnessed in [[cambrinth]], though it may not seem so when you&#039;re endlessly charging a little ring over and over. Eventually, some spells&#039; maximum streams will be greater than what you can harness, and so to cast these at full power you will need first charge some streams in a cambrinth item. Furthermore, with the appropriate feat (Dedicated Cambrinth Use), you can use the mana streams stored in a cambrinth item to sustain cyclic spells. This way, when you hold open a moongate for an eternity while your slowpoke barbarian friend takes her time crossing through it, you won’t have to step through after her into a room full of Giant Murdercats with your attunement shot to pieces. &lt;br /&gt;
&lt;br /&gt;
To train arcana, you will want to charge and invoke [[cambrinth]] items. These come in all shapes and sizes, from a couple mana streams to over a hundred. The most efficient way to train arcana is to charge the item with as much as you can, on every cast. How much is this? Ideally, this will be the amount at which you wish to cast your spell, minus the minimum harness. You cannot prepare the spell at less than the minimum harness, and so this procedure puts as much into the object as is safe to do. There are two limitations to this, which are that you may not have the ranks in arcana to actually charge as much as you want into an item at first, and that the object you have may not be able to take all of the charge. Supposing you can cast a spell at M streams, with a minimum of m, then the general procedure will be to prepare the spell at m streams, charge the cambrinth item with (M-m) streams, invoke it, and then cast the spell when it’s ready. If you have a worn cambrinth item, like an armband, you will eventually be able to charge and invoke this item while wearing it, though at first you will need to remove it and hold it to do so.&lt;br /&gt;
&lt;br /&gt;
==[[Survival]] and [[Lore]] Skills==&lt;br /&gt;
&lt;br /&gt;
===[[Survival|Survival Skills]]===&lt;br /&gt;
Moon Mages must train at least five survival skills in order to advance. You are a Survival Secondary, and there are many useful survival skills, so you have every reason to train more than five if you want to. [[Athletics]], [[Outdoorsmanship]], [[Perception]], and [[First Aid]] can all be trained out of combat. To train [[Evasion]] you’ll need to be in combat, and with the exception of a few NPCs, the same is true of [[Stealth]]. [[Skinning]] and [[Locksmithing]], while not trained directly through hunting, require dead things which are easiest to acquire by killing living things. Both of these latter skills also provide good sources of income. A reasonable conclusion from this information is that it is a good idea to train by hunting.&lt;br /&gt;
&lt;br /&gt;
===[[Lore|Lore Skills]]===&lt;br /&gt;
Being Lore secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Forging]] isn’t a bad choice, as it will improve the power of your [[Moonblade]] if you choose to use it, though [[Enchanting]], a currently unreleased [[crafting|craft]], will likely be a better choice for Moon Mages. [[Scholarship]] can be earned from [[Scholarship#teaching|classes]] and studying star charts, [[Performance]] can be learned while playing instruments, and [[Appraisal]] can be learned either by APPRAISEing creatures or gear, or ASSESSing your musical instrument.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choices===&lt;br /&gt;
Choosing starting spells for a Moon mage can be a rather daunting task, especially considering that the sheer volume of paths one can take and that the number of prerequisite spells is large compared to other guilds. One first needs to make the decision if you are going to learn towards or away from combat, since Moon mages can be successful anywhere on the spectrum since they have no actual combat skill requirements. A neutral approach can also be successful and each has their own benefits and issues to deal with.&lt;br /&gt;
&lt;br /&gt;
For the combat leaning Moon mage, the most common choice for a first spell would be [[Telekinetic Throw]] to start gaining ranks in Targeted Magic skill. However, [[Shadows]] is also good for those who wish to be more physical in combat and want to train stealth. If you choose your first [[Targeted Magic]] spell after you select [[shadows]], [[Dinazen Olkar]] is an excellent alternative to [[Telekinetic Throw]]. Late bloomers might even consider [[Partial Displacement]] if they select their first combat spell after 10th circle. If you are heavily interested in combat, selecting your first [[Debilitation]] spell early will help you avoid having this skill fall behind your combat skills. Although [[Mental Blast]] is the penultimate moon mage [[debilitation]] spell are you will likely choose [[calm]] or [[Dazzle]] first. [[Dazzle]] has perhaps more long term utility since [[calm]] will later be eclipsed  by other spells (mostly [[Mental Blast]]), however it has the major disadvantage of being unusable underground or without the [[Sun]], [[Xibar]] or [[Yavash]] above the horizon. [[Calm]], on the other hand, is usable at all times and is a prerequisite for many other spells, including the [[Psychic Shield]], which will probably be your first [[warding]] spell.&lt;br /&gt;
&lt;br /&gt;
For the (at least initially) non-combat leaning Moon mage, the common choice of spell is [[Clear Vision]], which allows access to many essential [[Augmentation]] and [[Utility]] spells. After that [[Piercing Gaze]] will pierce through inclement weather to allow you to train your [[Astrology]] skill even when clouds obscure the heavens. [[Aura Sight]] will boost your [[Attunement]] and [[Astrology]] skills, which will allow you to cast more spells without needing a break and improve the potency of your observations and [[prediction|predictions]]. All of the spells, are, unfortunately, [[Augmentation]] spells and you will likely want to train the other major non-combat magic skill, [[utility]], at some point. If you choose [[Shadows]] you can later learn [[Focus Moonbeam]] at second circle for no cost, which makes this path a very attractive alternative. [[Focus Moonbeam]] is also required for several different later spells such as [[Moonblade]], [[Moongate]], [[Distant Gaze]] and [[Shadewatch Mirror]] and is a major building block in your future repoire. In addition to this the spell [[Shift Moonbeam]] will allow you greater manipulation of your moonbeam allowing you to send it to other locations and facilitate easy movement through [[Teleport]] and [[Moongate]].&lt;br /&gt;
&lt;br /&gt;
===[[Attributes|Statistic Training]]===&lt;br /&gt;
For stats, a good first goal is getting everything to a reasonable minimum (people often advocate 30). This will give you a good base. &lt;br /&gt;
&lt;br /&gt;
Next, if you are combat focused, you&#039;ll probably want to keep [[Reflex]] high, as dodging enemies will be easier than surviving getting hit and let you stay in combat longer. [[Discipline]] will improve your ability to hide and your ability to target spells. [[Intelligence]] and [[Wisdom]] will improve spell damage. All three [[statistics]] will improve your ability with [[contested_spells|Debilitation contests]]. [[Charisma]] will be helpful in [[Contested_Abilities#Contest Stat &amp;quot;Weighting&amp;quot;|charm vs mind]] attacks but [[Calm]] is the only such spell we have in our spell book. [[Stamina]] should not be neglected as it will improve your ability to withstand damage and avoid fatigue. [[Agility]] will aid in your ability to hit things, as well as help with parrying. [[Strength]] and [[Stamina]] are likely the stats you can train to a certain range and then ignore, as you will not need to rely on hitting things harder, nor surviving blows better, for some time. Strength affects how much weight you can carry, which may be useful until you can summon a [[Shadow Servant]]. &lt;br /&gt;
&lt;br /&gt;
Outside of combat one can choose to focus on mental abilities. [[Intelligence]] and [[Wisdom]] are very important in speeding your learning rate and should be the foundation of your abilities. [[Wisdom]] also improves the probability that a prediction will have a positive result. [[Intelligence]] and [[Discipline]] both increase [[concentration]] and are therefore very important in spell casting. Although it is often neglected, [[Charisma]] does improve your ability to [[Prediction#bonding|bond]] with [[Prediction#tools|prediction tools]] and strength of your [[predictions]] and can be useful. Basically, Moon Mages are the archetypal magical intellectual. You can and probably should focus principally on mentals, then on Reflex or Agility, and finally on Strength and Stamina.&lt;br /&gt;
&lt;br /&gt;
===Starting Gear===&lt;br /&gt;
What weapons and armor you train is up to you, but initially sticking to lighter choices would be optimal. [[Small Edged]] and [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. It might be worth mentioning that [[Moonblade]] can be shaped into a [[Small_Edged|Small Edge]], [[Large_Edged|Large Edge]], [[Twohanded_Edged_skill|Two handed Edge]], and [[Quarterstaff]] weapon, so if you enjoy using [[moonblade|Moonweapons]], training those weapons from the start is a good idea, though you&#039;ll probably want to pick up lightened versions of the heavier weapons. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. If you choose a [[runestone]] that contains a non-lunar spell you will also learn [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Now What?===&lt;br /&gt;
Holder&lt;br /&gt;
&lt;br /&gt;
(more to come)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Moon Mages,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Divination_prism&amp;diff=487590</id>
		<title>Talk:Divination prism</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Divination_prism&amp;diff=487590"/>
		<updated>2018-05-16T18:04:50Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Solid - 94-95 - green&lt;br /&gt;
*Solid/Undulate - 108-109 - orange-yellow&lt;br /&gt;
*Solid/Undulate - 115-116 - yellow&lt;br /&gt;
*Undulate/Vivid - 142-143 - yellow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
you notice it is extremely clear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
might find it a little trouble to accurately (from cracks remaining)&lt;br /&gt;
&lt;br /&gt;
== auction prisim ==&lt;br /&gt;
&lt;br /&gt;
The [[Item:Amethyst prism banded with clockwork machination]] is from the 2013 HE auctions (purchased with scrip).  It looks like the quality information is on the wiki page, but this item is also currently on one of the tables in Myya&#039;s trader shop down in Shard if you want to look at it directly.  --[[Kythryn]] 15:39, 3 December 2014 (CST)&lt;br /&gt;
:Thanks! I&#039;ve updated the page with the auction item and it&#039;s stats.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 16:04, 3 December 2014 (CST)&lt;br /&gt;
::Yep!  I&#039;ve always thought this part of Moon Mage skills, the prediction making, was so neat.  I&#039;ve been enjoying you updating the pages and reading through it all.  Nice job!  --[[Kythryn]] 16:07, 3 December 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==horribly abused prism==&lt;br /&gt;
Have used it for a very long time training a MM up.  Now at 100th, picking up a new one.  These are mostly far off what is currently reported, so don&#039;t know where to put them on the qualities&#039; scales.&amp;lt;br&amp;gt;&lt;br /&gt;
a vitreous golden topaz prism suspended from a thin chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You turn your prism about, carefully evaluating the craftsmanship.&lt;br /&gt;
&lt;br /&gt;
The refraction of the prism is comparable to garnet.&amp;lt;br&amp;gt;&lt;br /&gt;
The prism is horrifically, unapologetically lopsided.&amp;lt;br&amp;gt;&lt;br /&gt;
The interior is extremely murky.&amp;lt;br&amp;gt;&lt;br /&gt;
The planes of the prism are severely chipped and cracked.&amp;lt;br&amp;gt;&lt;br /&gt;
The prism is an antique.&amp;lt;br&amp;gt;&lt;br /&gt;
It appears to have seen great use.&amp;lt;br&amp;gt;&lt;br /&gt;
The overall craftsmanship is average.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Divination_prism&amp;diff=487589</id>
		<title>Divination prism</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Divination_prism&amp;diff=487589"/>
		<updated>2018-05-16T18:04:32Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Recall==&lt;br /&gt;
Favored by the Monks of the Crystal Hand, the prism is a divination tool used by Moon Mages.  As the prism spins in the air, the mage interprets the patterns of colors and light to determine what the future holds.  It is fitting that a group devoted to perfection and the identification of personal flaws would excel at predicting what is to come by studying how such colors and fractures echo from the hidden flaws of the crystal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where most forms of divination can be performed by anyone, even if only rendered meaningful by those with a true prophetic talent, the use of prisms is entirely performed by lunar magic.  The prism is spun in the air telekinetically while the light of the heavens is focused into it.  The resulting pattern shapes the prediction, the strongest of which are those least refracted by the prism.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prisms are a one of the more obscure methods of divination at a prophet&#039;s disposal, remaining largely unknown outside of Lunar Magicians and having never gained true popularity outside of the monasteries.  However, those who master them find them particularly suited as a focus for martial combat, guiding the prophet&#039;s strikes with startling speed and accuracy.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
*Sect Affinity: The [[Monks of the Crystal Hand]].&lt;br /&gt;
*Domain: Offence. Prisms grant a slight bonus to potency and duration when predicting on the Offense skillset.&lt;br /&gt;
*Prediction Affinity: Skill alignment. Divination prisms have a slightly higher base physical quality for alignment than other tools.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
The following table includes all known reliable (or semi-reliable, in the case of auctions) sources of prisms, with some example wares. Any other wares from the same source will be of the same quality as the example(s). The quality listed in the table is overall craftsmanship, so take care to shop around. In particular, [[The Future is Now]] is known for offering prisms that are strong on one quality and weaker on others.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#cccccc&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Source&#039;&#039;&#039;||&#039;&#039;&#039;Location&#039;&#039;&#039;||&#039;&#039;&#039;Restriction&#039;&#039;&#039;||&#039;&#039;&#039;Example&#039;&#039;&#039;||&#039;&#039;&#039;Price&#039;&#039;&#039;||&#039;&#039;&#039;Currency&#039;&#039;&#039;||&#039;&#039;&#039;Quality&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf, A (prediction tools)|Dwarf]]||[[Leth Deriel]]|| ||{{PRel|t=i|sapphire prism}}||5000||Kronars||1) Below Average&lt;br /&gt;
|-&lt;br /&gt;
|[[Passage of the Foundation of Identity]]||[[Lesser Fist]]||[[Monks of the Crystal Hand|Monks]]||{{PRel|t=i|vitreous golden topaz prism suspended from a thin chain}}||200000||Lirums||2) Average&lt;br /&gt;
|-&lt;br /&gt;
|[[The Future is Now]]||[[Hollow Eve]] Festival||festival||{{PRel|t=i|beryl prism veined with gold}}||5000000||Dokoras||3) Above Average&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||4) Very Good&lt;br /&gt;
|-&lt;br /&gt;
|[[The Future is Now]]||[[Hollow Eve]] Festival||festival||{{PRel|t=i|sapphire prism within a clockwork cage}}||50000000||Dokoras||5) Spectacular&lt;br /&gt;
|-&lt;br /&gt;
|[[Auctions|Auction]]||[[Hollow Eve]]||auction||{{PRel|t=i|amethyst prism banded with clockwork machination}}||3000+||[[Tickets#Scrip|scrip]]||6) Masterful&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:&#039;&#039;See [[Prediction]] for complete details on the general process of prediction. Only details specific to divination prisms will be covered here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
* A divination prism that has been {{com|INVOKE}}ed to bond it to you.&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
*{{com|raise}} {{tt|prism}} to perform a prediction on yourself.&lt;br /&gt;
*{{com|kneel}} or {{com|sit}}, {{com|meditate}} {{tt|&amp;lt;target&amp;gt;}} while holding a divination prism, then {{com|raise}} {{tt|prism}} to perform a prediction on another player.&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
{{com|ANALYZE}} prisms to see their qualities.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See [[Prediction]] for detailed general information about divination tool qualities, how they relate to each other, and how they increase or decrease.&lt;br /&gt;
&lt;br /&gt;
===Physical qualities===&lt;br /&gt;
&lt;br /&gt;
====Potency damage====&lt;br /&gt;
Potency damage is indicated by the refraction of crystal. The more refractive it is the more damaged it is. (I.e. the more refractive it is the more the light rays are bent.)&lt;br /&gt;
*The refraction of the prism is comparable to water.&lt;br /&gt;
*The refraction of the prism is comparable to opal.&lt;br /&gt;
*The refraction of the prism is comparable to moonstone.&lt;br /&gt;
*The refraction of the prism is comparable to quartz.&lt;br /&gt;
*The refraction of the prism is comparable to emerald.&lt;br /&gt;
*The refraction of the prism is comparable to tourmaline.&lt;br /&gt;
*The refraction of the prism is comparable to tanzanite.&lt;br /&gt;
&lt;br /&gt;
====Duration damage====&lt;br /&gt;
Duration damage is indicated by the prism&#039;s balance. The more balanced it is the less damaged it is.&lt;br /&gt;
*The prism is exceptionally well-balanced.&lt;br /&gt;
*The prism is very well-balanced.&lt;br /&gt;
*The prism is well-balanced.&lt;br /&gt;
*The prism is fairly well-balanced.&lt;br /&gt;
*The prism is balanced.&lt;br /&gt;
*The prism is slightly off-balance.&lt;br /&gt;
*The prism is notably off-balanced.&lt;br /&gt;
&lt;br /&gt;
====Alignment damage====&lt;br /&gt;
Alignment damage is indicated by the clarity of the prism and the severity of any inclusions. The clearer the prism and the less severe the inclusions the less damaged it is.&lt;br /&gt;
*The interior has a few tiny inclusions.&lt;br /&gt;
*The interior has several minor inclusions.&lt;br /&gt;
*The interior has a major inclusion.&lt;br /&gt;
*The interior has several major inclusions.&lt;br /&gt;
*The interior has numerous major inclusions.&lt;br /&gt;
*The interior is slightly murky.&lt;br /&gt;
*The interior is murky.&lt;br /&gt;
&lt;br /&gt;
====Polarity damage====&lt;br /&gt;
Polarity damage is indicated by the smoothness and evenness of the prism&#039;s planes. The more even they are the less damaged it is.&lt;br /&gt;
*The planes of the prism are very smooth and unblemished.&lt;br /&gt;
*The planes of the prism are smooth.&lt;br /&gt;
*The planes of the prism are well-cut.&lt;br /&gt;
*The planes of the prism are slightly uneven.&lt;br /&gt;
*The prism has a single hairline crack running across one plane.&lt;br /&gt;
*The planes of the prism have a few hairline cracks.&lt;br /&gt;
&lt;br /&gt;
===Bond qualities===&lt;br /&gt;
&lt;br /&gt;
====Potency bond====&lt;br /&gt;
Potency bond is indicated by how many vertices are bound to probability. The more vertices the stronger the bond.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! width=80% | &#039;&#039;&#039;Message&#039;&#039;&#039; || width=20% align=center | Level&lt;br /&gt;
|-&lt;br /&gt;
| Only one vertex is bound to probability. || align=center | 0&lt;br /&gt;
|-&lt;br /&gt;
| Two vertices are bound to probability. || align=center | 1-???&lt;br /&gt;
|-&lt;br /&gt;
| Three vertices are bound to probability. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| Four vertices are bound to probability. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| Five vertices are bound to probability. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| Six vertices are bound to probability. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| Seven vertices are bound to probability. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| Eight vertices are bound to probability. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| Nine vertices are bound to probability. || align=center | ???-29&lt;br /&gt;
|-&lt;br /&gt;
| All ten vertices are bound to probability. || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Duration bond====&lt;br /&gt;
Duration bond is indicated by how animated the energy around the prism is. The more animated it is the stronger the bond.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! width=80% | &#039;&#039;&#039;Message&#039;&#039;&#039; || width=20% align=center | Level&lt;br /&gt;
|-&lt;br /&gt;
| The prism is completely inert. || align=center | 0&lt;br /&gt;
|-&lt;br /&gt;
| The prism is listless. || align=center | 1-???&lt;br /&gt;
|-&lt;br /&gt;
| The prism is slightly restless. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| The prism is restless. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| The barest trace of life resides within the prism. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| An uneven pulsation of life resides within the prism. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| A steady pulsation of life resides within the prism. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| A soft thrum of life fills the prism. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| The prism thrums with life. || align=center | ???-29&lt;br /&gt;
|-&lt;br /&gt;
| The prism thrums with life, agitating the very air about it. || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alignment bond====&lt;br /&gt;
Alignment bond is indicated by how stable the prophetic composition is relative to yours. The less random the composition and the more it resembles yours the stronger the bond.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! width=80% | &#039;&#039;&#039;Message&#039;&#039;&#039; || width=20% align=center | Level&lt;br /&gt;
|-&lt;br /&gt;
| It has a completely random prophetic composition. || align=center | 0&lt;br /&gt;
|-&lt;br /&gt;
| It has a mostly random prophetic composition. || align=center | 1-???&lt;br /&gt;
|-&lt;br /&gt;
| It has a nearly random prophetic composition. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It has a partially ordered prophetic composition. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It has an ordered prophetic composition. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It has a vaguely humanoid prophetic composition. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It has a rather humanoid prophetic composition. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| It resembles your prophetic composition. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| It closely mirrors your prophetic composition.  || align=center | ???-29&lt;br /&gt;
|-&lt;br /&gt;
| It perfectly mirrors your prophetic composition. || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity bond====&lt;br /&gt;
Polarity bond is indicated by how likely it is to cause unintentional internal inversion. The less likely it is to cause inversion the stronger the bond.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! width=80% | &#039;&#039;&#039;Message&#039;&#039;&#039; || width=20% align=center | Level&lt;br /&gt;
|-&lt;br /&gt;
| It is almost certain to cause unintentional internal inversion. || align=center | 0&lt;br /&gt;
|-&lt;br /&gt;
| It is extremely likely to cause unintentional internal inversion. || align=center | 1-???&lt;br /&gt;
|-&lt;br /&gt;
| It is very likely to cause unintentional internal inversion. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It is likely to cause unintentional internal inversion. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It is somewhat likely to cause unintentional internal inversion. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It is somewhat unlikely to cause unintentional internal inversion. || align=center | ???-???&lt;br /&gt;
|-&lt;br /&gt;
| It is unlikely to cause unintentional internal inversion. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| It is very unlikely to cause unintentional internal inversion. || align=center | ???-???&lt;br /&gt;
|- &lt;br /&gt;
| It is extremely unlikely to cause unintentional internal inversion. || align=center | ???-29&lt;br /&gt;
|-&lt;br /&gt;
| It is almost certain not to cause unintentional internal inversion. || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Age and construction qualities===&lt;br /&gt;
These are identical for all types of tools. See [[Prediction#Construction Quality|Prediction]] for a list of both.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The refraction of the prism is comparable to tanzanite.&lt;br /&gt;
:&#039;&#039;The prism is notably off-balanced.&lt;br /&gt;
:&#039;&#039;The interior is murky.&lt;br /&gt;
:&#039;&#039;The planes of the prism have a few hairline cracks.&lt;br /&gt;
:&#039;&#039;The prism is at least a year old.&lt;br /&gt;
:&#039;&#039;It appears to have seen heavy use.&lt;br /&gt;
:&#039;&#039;The overall craftsmanship is average.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Recognizing the investiture as your own, you cautiously probe the prism with your prophetic talent.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Three vertices are bound to probability.&lt;br /&gt;
:&#039;&#039;The prism is slightly restless.&lt;br /&gt;
:&#039;&#039;It has a nearly random prophetic composition.&lt;br /&gt;
:&#039;&#039;It is very likely to cause unintentional internal inversion.&lt;br /&gt;
&lt;br /&gt;
This prism is of average age and has seen quite a bit of use. It is fairly damaged so its potential for bonding is quite a bit less than it used to be, although the damage is low enough that there is still potential for growth. It does not have very strong bonds, although it is slightly better than a brand new prism at producing higher potency predictions.&lt;br /&gt;
&lt;br /&gt;
==Prediction interpretation==&lt;br /&gt;
&lt;br /&gt;
===Potency===&lt;br /&gt;
The greater the focus of the light being scattered the greater the potency. The color of the light only reflects the currently available light sources, and does not mean anything prophetic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You focus the light of the heavens on the prism, bathing it in a &#039;&#039;&#039;&amp;lt;beam adjective&amp;gt;&#039;&#039;&#039; beam of &#039;&#039;&#039;&amp;lt;ambient light&amp;gt;&#039;&#039;&#039; before setting it spinning with an additional touch of telekinesis.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The motion scatters &#039;&#039;&#039;&amp;lt;focus adjective&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;prismatic colors&amp;gt;&#039;&#039;&#039; about the area.&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; The power cap is known to be 20% of the ranks of the predicted skill. However, beyond that all ranges listed are &#039;&#039;estimates only&#039;&#039;.&lt;br /&gt;
{| width=330px class=wikitable align=center&lt;br /&gt;
! width=80% | &#039;&#039;&#039;Focus adjective&#039;&#039;&#039; || width=20% | %&lt;br /&gt;
|-&lt;br /&gt;
| diffuse || 1-???&lt;br /&gt;
|-&lt;br /&gt;
| broad || ???-???&lt;br /&gt;
|- &lt;br /&gt;
| uneven || ???-???&lt;br /&gt;
|- &lt;br /&gt;
| narrow || ???-???&lt;br /&gt;
|-&lt;br /&gt;
| sharp || ???-???&lt;br /&gt;
|}&lt;br /&gt;
Colors:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: When determining the light source the sun takes priority over the moons, and Xibar and Yavash take priority over the stars. Katamba&#039;s presence does not factor in at all. If a higher priority light source is present then the status of any lower priority light source does not matter.&lt;br /&gt;
{| width=330px class=wikitable align=center&lt;br /&gt;
! Beam adjective || Ambient light || Prismatic colors || Light source&lt;br /&gt;
|-&lt;br /&gt;
| sparkling || sunlight || rainbows || Sun&lt;br /&gt;
|-&lt;br /&gt;
| brilliant || purple light || rainbows, completely void of yellow || Xibar and Yavash&lt;br /&gt;
|- &lt;br /&gt;
| - || pale blue light || bands of green, blue, and indigo || Xibar&lt;br /&gt;
|- &lt;br /&gt;
| - || blazing red light || bands of orange, red and dull red || Yavash&lt;br /&gt;
|-&lt;br /&gt;
| - || cold white light || rainbows || Stars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
The rotation and orbit determine the duration, possibly ranked by the speed of the rotation. This list is currently not likely to be ordered correctly.&lt;br /&gt;
{| width=330px class=wikitable align=center&lt;br /&gt;
! width=80% | &#039;&#039;&#039;Orbit&#039;&#039;&#039; || width=20% | Duration&lt;br /&gt;
|-&lt;br /&gt;
| The prism slowly topples over. ||&lt;br /&gt;
|-&lt;br /&gt;
| The prism settles into a lazy, lopsided rotation. || &lt;br /&gt;
|-&lt;br /&gt;
| The prism tumbles into a wobbly, sideways spin. ||&lt;br /&gt;
|-&lt;br /&gt;
| The prism topples end over end, turning about the horizontal. || &lt;br /&gt;
|- &lt;br /&gt;
| The prism assumes an antisymmetric orbit, the ends churning in tiny circles. ||&lt;br /&gt;
|-&lt;br /&gt;
| The prism slowly somersaults in place, tumbling about randomly. ||&lt;br /&gt;
|- &lt;br /&gt;
| The prism spins swiftly about the vertical, the momentum rapidly correcting the occasional drift. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill and polarity===&lt;br /&gt;
[[Image:Prism Patterns.png|thumb|Prism patterns for skill bonuses. Curses are the vertical mirror image.]]&lt;br /&gt;
Skillset and polarity are determined by the pattern of light. The additional intersecting line determines the specific skill within the given skillset. Note that this intersecting line message may not be unique, and may refer to more than one skill dependent on which primary pattern is showing. There is also one skill for each primary pattern that does not have an intersecting line, so predictions that do not have an additional intersecting line message are for these skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The symbol is the same for a bonus and a curse, except that a curse is the vertical mirror image of the bonus. This means that any diagonal lines also change their direction relative to your point of view. In the cases where two directions are listed below, the first indicates the direction for the bonus and the second the direction for the curse.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=center&lt;br /&gt;
!&lt;br /&gt;
! colspan=2 |  You seek the pattern within the refracted light and find &lt;br /&gt;
|-&lt;br /&gt;
! width=10%| Skillset&lt;br /&gt;
! width=45%| Bonus&lt;br /&gt;
! width=45%| Curse&lt;br /&gt;
|- &lt;br /&gt;
!Defense&lt;br /&gt;
|a scalene trapezoid with a long left leg and the short base pointing away from you.&lt;br /&gt;
|a scalene trapezoid with a long left leg and the short base pointing towards you.&lt;br /&gt;
|- &lt;br /&gt;
!Lore&lt;br /&gt;
|an angular &#039;U&#039; with the wider angle on the right.&lt;br /&gt;
|an inverted, angular &#039;U&#039; with the wider angle on the right.&lt;br /&gt;
|- &lt;br /&gt;
!Magic&lt;br /&gt;
|two nested circles, one twice the diameter of the other, which intersect at the furthest point from you.&lt;br /&gt;
|two nested circles, one twice the diameter of the other, which intersect at the closest point from you.&lt;br /&gt;
|- &lt;br /&gt;
!Offense&lt;br /&gt;
|&#039;&#039;Melee:&#039;&#039; an acute angle with a longer leg on the right. It points away from you.&lt;br /&gt;
&#039;&#039;Ranged:&#039;&#039; a scalene triangle with the hypotenuse on the right. It points away from you.&lt;br /&gt;
|&#039;&#039;Melee:&#039;&#039; an acute angle with a longer leg on the right. It points towards you.&lt;br /&gt;
&#039;&#039;Ranged:&#039;&#039; a scalene triangle with the hypotenuse on the right. It points towards you.&lt;br /&gt;
|- &lt;br /&gt;
!Survival&lt;br /&gt;
|an asymmetric &#039;T&#039; with the shorter side sloping towards you.&lt;br /&gt;
|an inverted, asymmetric &#039;T&#039; with the shorter side sloping away from you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defensive skills====&lt;br /&gt;
{| width=420px class=&amp;quot;wikitable sortable&amp;quot; align=center&lt;br /&gt;
! width=40%| Skill&lt;br /&gt;
! width=60%| Intersection&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
!Brigandine&lt;br /&gt;
|A vertical line intersects the left corner.&lt;br /&gt;
|- &lt;br /&gt;
!Defending&lt;br /&gt;
|&#039;&#039;No additional intersecting line.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!Chain Armor&lt;br /&gt;
|A horizontal line intersects the long side.&lt;br /&gt;
|- &lt;br /&gt;
!Light Armor&lt;br /&gt;
|A horizontal line intersects the short side.&lt;br /&gt;
|- &lt;br /&gt;
!Parry&lt;br /&gt;
|A(n) (downward/upward) diagonal line intersects the left vertex and long base.&lt;br /&gt;
|- &lt;br /&gt;
!Plate Armor&lt;br /&gt;
|A vertical line intersects the right corner and vertex.&lt;br /&gt;
|- &lt;br /&gt;
!Shield Usage&lt;br /&gt;
|A horizontal line bisects the trapezoid.&lt;br /&gt;
|- &lt;br /&gt;
!Endurance&lt;br /&gt;
|A vertical line bisects the trapezoid.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lore skills====&lt;br /&gt;
{| width=420px class=&amp;quot;wikitable sortable&amp;quot; align=center&lt;br /&gt;
! width=40%| Skill&lt;br /&gt;
! width=60%| Intersection&lt;br /&gt;
|- &lt;br /&gt;
!Alchemy&lt;br /&gt;
|A short (downward/upward) diagonal line intersects the left leg.&lt;br /&gt;
|- &lt;br /&gt;
!Appraisal&lt;br /&gt;
|A vertical line intersects the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Enchanting&lt;br /&gt;
|An (upward/downward) diagonal line intersects the left vertex and extends above the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Engineering&lt;br /&gt;
|A short (downward/upward) diagonal line intersects the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Forging&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the left leg.&lt;br /&gt;
|- &lt;br /&gt;
!Mechanical Lore&lt;br /&gt;
|A (downward/upward) diagonal line intersects the tip of the left leg and the right vertex.&lt;br /&gt;
|- &lt;br /&gt;
!Outfitting&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Performance&lt;br /&gt;
|A horizontal line intersects the tip of the left leg.&lt;br /&gt;
|- &lt;br /&gt;
!Scholarship&lt;br /&gt;
|&#039;&#039;No additional intersecting line.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!Tactics&lt;br /&gt;
|A vertical line bisects the &#039;U&#039;.&lt;br /&gt;
|- &lt;br /&gt;
!Bardic Lore&lt;br /&gt;
|A vertical line intersects the left vertex.&lt;br /&gt;
|- &lt;br /&gt;
!Empathy&lt;br /&gt;
|A horizontal line bisects the &#039;U&#039;.&lt;br /&gt;
|- &lt;br /&gt;
!Trading&lt;br /&gt;
|A horizontal line overlaps the base.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Magic skills====&lt;br /&gt;
{| width=420px class=&amp;quot;wikitable sortable&amp;quot; align=center&lt;br /&gt;
! width=40%| Skill&lt;br /&gt;
! width=60%| Intersection&lt;br /&gt;
|- &lt;br /&gt;
!Arcana&lt;br /&gt;
|A tangent line intersects the right side of the larger circle.&lt;br /&gt;
|- &lt;br /&gt;
!Attunement&lt;br /&gt;
|A tangent line is centered opposite the intersection of the circles.&lt;br /&gt;
|- &lt;br /&gt;
!Augmentation&lt;br /&gt;
|A tangent line intersects the left side of the larger circle&lt;br /&gt;
|- &lt;br /&gt;
!Debilitation&lt;br /&gt;
|A horizontal line bisects the larger circle and intersects the edge of the smaller.&lt;br /&gt;
|- &lt;br /&gt;
!Primary Magic&lt;br /&gt;
|&#039;&#039;No additional intersecting line.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!Targeted Magic&lt;br /&gt;
|A vertical line bisects the circles&lt;br /&gt;
|- &lt;br /&gt;
!Sorcery&lt;br /&gt;
|A short (upward/downward) line pierces the left side of the larger circle connecting to the smaller circle in the middle of the figure.&lt;br /&gt;
|- &lt;br /&gt;
!Utility&lt;br /&gt;
|A short (downward/upward) chord runs from the left side of the larger circle and terminates opposite the smaller circle.&lt;br /&gt;
|- &lt;br /&gt;
!Warding&lt;br /&gt;
|A tangent line is centered on the intersection of the circles&lt;br /&gt;
|- &lt;br /&gt;
!Astrology&lt;br /&gt;
|A(n) (downward/upward) secant of the larger circle runs tangential to the smaller circle.&lt;br /&gt;
|- &lt;br /&gt;
!Summoning&lt;br /&gt;
|A(n) (upward/downward) secant of the larger circle runs tangential to the smaller circle.&lt;br /&gt;
|- &lt;br /&gt;
!Theurgy&lt;br /&gt;
|A short (upward/downward) chord runs from within the lower quarter of the larger circle and terminates opposite the smaller circle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Offense skills====&lt;br /&gt;
{| width=420px class=&amp;quot;wikitable sortable&amp;quot; align=center&lt;br /&gt;
! width=40%| Skill&lt;br /&gt;
! width=60%| Intersection&lt;br /&gt;
|- &lt;br /&gt;
!Bow&lt;br /&gt;
| A vertical line bisects the triangle.&lt;br /&gt;
|- &lt;br /&gt;
!Brawling&lt;br /&gt;
|A short (downward/upward) diagonal line intersects the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Crossbow&lt;br /&gt;
|A horizontal line bisects the triangle.&lt;br /&gt;
|- &lt;br /&gt;
!Heavy Thrown&lt;br /&gt;
|A vertical line intersects the left corner.&lt;br /&gt;
|- &lt;br /&gt;
!Large Blunt&lt;br /&gt;
|A(n) (upward/downward) diagonal line intersects the tip of the left leg and the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Large Edged&lt;br /&gt;
|A(n) (downward/upward) diagonal line intersects the left leg and the tip of the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Light Thrown&lt;br /&gt;
|A vertical line intersects the right corner.&lt;br /&gt;
|- &lt;br /&gt;
!Melee Mastery&lt;br /&gt;
|&#039;&#039;No additional intersecting line.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!Missile Mastery&lt;br /&gt;
|&#039;&#039;No additional intersecting line.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!Offhand Weapon&lt;br /&gt;
|A horizontal line intersects the tip of the angle.&lt;br /&gt;
|- &lt;br /&gt;
!Polearms&lt;br /&gt;
|A horizontal line bisects the angle.&lt;br /&gt;
|- &lt;br /&gt;
!Slings&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the hypotenuse.&lt;br /&gt;
|- &lt;br /&gt;
!Small Blunt&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the left leg.&lt;br /&gt;
|- &lt;br /&gt;
!Small Edged&lt;br /&gt;
|A short (downward/upward) diagonal line intersects the left leg.&lt;br /&gt;
|- &lt;br /&gt;
!Staves&lt;br /&gt;
|A vertical line intersects the left leg.&lt;br /&gt;
|- &lt;br /&gt;
!Twohanded Blunt&lt;br /&gt;
|A vertical line intersects the right leg.&lt;br /&gt;
|- &lt;br /&gt;
!Twohanded Edged&lt;br /&gt;
| A vertical line bisects the angle.&lt;br /&gt;
|- &lt;br /&gt;
!Expertise&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the right leg.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Survival skills====&lt;br /&gt;
{| width=420px class=&amp;quot;wikitable sortable&amp;quot; align=center&lt;br /&gt;
! width=40%| Skill&lt;br /&gt;
! width=60%| Intersection&lt;br /&gt;
|- &lt;br /&gt;
!Athletics&lt;br /&gt;
|A horizontal line intersects the tip of the crossbar.&lt;br /&gt;
|- &lt;br /&gt;
!Evasion&lt;br /&gt;
|A vertical line intersects the right side of the crossbar.&lt;br /&gt;
|-&lt;br /&gt;
!First Aid&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the left side of the crossbar.&lt;br /&gt;
|- &lt;br /&gt;
!Locksmithing&lt;br /&gt;
|A horizontal line bisects the stem.&lt;br /&gt;
|- &lt;br /&gt;
!Outdoorsmanship&lt;br /&gt;
|&#039;&#039;No additional intersecting line.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!Perception&lt;br /&gt;
|A(n) (downward/upward) diagonal line intersects the left tip of the crossbar and the middle of the stem.&lt;br /&gt;
|- &lt;br /&gt;
!Skinning&lt;br /&gt;
|A short (upward/downward) diagonal line intersects the stem.&lt;br /&gt;
|- &lt;br /&gt;
!Stealth&lt;br /&gt;
|A(n) (upward/downward) diagonal line intersects the stem and the right tip of the crossbar.&lt;br /&gt;
|- &lt;br /&gt;
!Thievery&lt;br /&gt;
|A horizontal line intersects the tip of the stem.&lt;br /&gt;
|- &lt;br /&gt;
!Backstab&lt;br /&gt;
|A short (downward/upward) diagonal line intersects the stem.&lt;br /&gt;
|- &lt;br /&gt;
!Scouting&lt;br /&gt;
|A short (downward/upward) diagonal line interects the left side of the crossbar.&lt;br /&gt;
|- &lt;br /&gt;
!Thanatology&lt;br /&gt;
|n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special messages===&lt;br /&gt;
Special messages usually indicate either damage to a physical quality or an increase to a bond quality, although it can also indicate a polarity inversion or a prediction averaging.&lt;br /&gt;
&lt;br /&gt;
*The threads of prophecy respond sluggishly to your efforts, as if already strained.&lt;br /&gt;
::&#039;&#039;You already have a prediction on that skill. Your two predictions are now averaged.&#039;&#039;&lt;br /&gt;
*Serenity fills you as the prism minutely realigns itself to better resonate with probability.&lt;br /&gt;
::&#039;&#039;A bond quality increased. This is the same message for all four bond qualities, so there is no real way of distinguishing which was affected unless it happened to move into the next messaging range when you {{com|analyze}} your prism.&lt;br /&gt;
*The prism emits a sharp *crack* which echoes through the air for several long moments before fading.&lt;br /&gt;
::&#039;&#039;Damage to the polarity physical quality. Like the previous message, this is likely to be the same message for all physical qualities, not just the polarity. Once more data is gathered to confirm, this will be updated.&#039;&#039;&lt;br /&gt;
*The prism flares with a blinding light, a minute star plucked from the heavens.&lt;br /&gt;
::&#039;&#039;Critical success. All bond qualities have a chance to increase slightly, and guaranteed to be a potent bonus.&lt;br /&gt;
*The prism darkens, absorbing the focused light into a nightmarish void.&lt;br /&gt;
::&#039;&#039;Critical fumble. All physical and bond qualities have a chance to decrease slightly, and guaranteed to be a nasty curse. Capped bond values are immune.&#039;&#039;&lt;br /&gt;
*You sense your prism prevented an inversion.&lt;br /&gt;
::&#039;&#039;Polarity inversion prevented due to polarity bond.&#039;&#039;&lt;br /&gt;
*You sense your careful observations prevented an inversion.&lt;br /&gt;
::&#039;&#039;Polarity inversion prevented due to prediction pool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
:&#039;&#039;The prism settles into a lazy, lopsided rotation.  The motion scatters broad rainbows about the area.&lt;br /&gt;
:&#039;&#039;You seek the pattern within the refracted light and find two nested circles, one twice the diameter of the other, which intersect at the furthest point from you.&lt;br /&gt;
:&#039;&#039;A tangent line is centered opposite the intersection of the circles.&lt;br /&gt;
:&#039;&#039;You sense your prism prevented an inversion.&lt;br /&gt;
This is a weak, positive prediction on the Attunement skill that will last only a short time. The polarity inversion from a bonus to a curse was prevented because of the chance provided by the prism&#039;s polarity bond.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*Everyone: {{com|BREAK}} (Destroys the prism), {{com|COUGH}}, {{com|EAT}}, {{com|FIDGET}}, {{com|GASP}}, {{com|HUG}}, {{com|PEER}}, {{com|POKE}}, {{com|PUSH}}, and {{com|SMILE}}.&lt;br /&gt;
*[[Monks of the Crystal Hand|Monks]]: {{com|CLEAN}}, {{com|CLENCH}}, {{com|KISS}}, and {{com|TAP}}.&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
Creation of divination prisms is not yet possible. Presumably it will use the [[Enchanting]] skill.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to a technical error with the site, the following list may also contain some mundane prisms and be missing some divination prisms.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[noun is::prism]][[guild association is::Moon Mage]]&lt;br /&gt;
|?Rare item=Rare&lt;br /&gt;
|format=table&lt;br /&gt;
|sort=rare item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Moon Mage abilities,Moon Mage enchantments}}[[guild association is::Moon Mage| ]][[page type is::ability| ]]&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starlight_Aura&amp;diff=487325</id>
		<title>Starlight Aura</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starlight_Aura&amp;diff=487325"/>
		<updated>2018-05-11T17:55:51Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Three things to note about the aura.&lt;br /&gt;
&lt;br /&gt;
1) Its capacity is directly related to your Lunar Magic and scales pretty high. The floor of the system is at 20 ranks of Lunar Magic (below that you&#039;re just given the value of 20 ranks as a courtesy). Your aura will have double its original capacity by 40 ranks, and it will continue to grow until you hit 1000 ranks.&lt;br /&gt;
&lt;br /&gt;
2) Its regen is directly related to your Wisdom and each and every point in Wisdom contributes to the size of your regen pulse. It will double from its default (assuming a 0-mod race) at around 40 Wisdom and continue to grow in perpetuity (though there&#039;s a practical limit to how much you&#039;ll want to invest into Wisdom).&lt;br /&gt;
&lt;br /&gt;
3) Most aura costs are related to the mana you&#039;re putting into the spell. It costs more aura to power a 4-mana spell than a 2-mana spell.&lt;br /&gt;
&lt;br /&gt;
So, when you&#039;re drawing on your aura in the early stages of your magic you want to be careful about how much mana you put in. Bearing in mind that early in a Trader&#039;s life (and for every Trader during this preview) they have free access to Analogous Patterns spells that cover every skill except Utility, which can be covered by Noumena at 2nd circle.&lt;br /&gt;
&lt;br /&gt;
As your skills and stats increase, the aura&#039;s limits loosen up considerably and casting more powerfully and repeatedly under adverse conditions will become possible. By the time you lose access to the AP spells you should have enough Lunar Magic to notice a substantial improvement over Noobler&#039;s First Aura.&lt;br /&gt;
&lt;br /&gt;
Levels:&lt;br /&gt;
#The smallest hint of starlight flickers within your aura.&lt;br /&gt;
#A bare flicker of starlight plays within your aura.&lt;br /&gt;
#A faint amount of starlight illuminates your aura.&lt;br /&gt;
#Your aura pulses slowly with starlight.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starlight_Aura&amp;diff=487324</id>
		<title>Starlight Aura</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starlight_Aura&amp;diff=487324"/>
		<updated>2018-05-11T17:36:34Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Noticed slow pulsing aura at 300 PM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Three things to note about the aura.&lt;br /&gt;
&lt;br /&gt;
1) Its capacity is directly related to your Lunar Magic and scales pretty high. The floor of the system is at 20 ranks of Lunar Magic (below that you&#039;re just given the value of 20 ranks as a courtesy). Your aura will have double its original capacity by 40 ranks, and it will continue to grow until you hit 1000 ranks.&lt;br /&gt;
&lt;br /&gt;
2) Its regen is directly related to your Wisdom and each and every point in Wisdom contributes to the size of your regen pulse. It will double from its default (assuming a 0-mod race) at around 40 Wisdom and continue to grow in perpetuity (though there&#039;s a practical limit to how much you&#039;ll want to invest into Wisdom).&lt;br /&gt;
&lt;br /&gt;
3) Most aura costs are related to the mana you&#039;re putting into the spell. It costs more aura to power a 4-mana spell than a 2-mana spell.&lt;br /&gt;
&lt;br /&gt;
So, when you&#039;re drawing on your aura in the early stages of your magic you want to be careful about how much mana you put in. Bearing in mind that early in a Trader&#039;s life (and for every Trader during this preview) they have free access to Analogous Patterns spells that cover every skill except Utility, which can be covered by Noumena at 2nd circle.&lt;br /&gt;
&lt;br /&gt;
As your skills and stats increase, the aura&#039;s limits loosen up considerably and casting more powerfully and repeatedly under adverse conditions will become possible. By the time you lose access to the AP spells you should have enough Lunar Magic to notice a substantial improvement over Noobler&#039;s First Aura.&lt;br /&gt;
&lt;br /&gt;
Levels:&lt;br /&gt;
#The smallest hint of starlight flickers within your aura.&lt;br /&gt;
#A bare flicker of starlight plays within your aura.&lt;br /&gt;
#A faint amount of starlight illuminates your aura.&lt;br /&gt;
#A Your aura pulses slowly with starlight.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Mistglass_amphora&amp;diff=485908</id>
		<title>Item:Mistglass amphora</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Mistglass_amphora&amp;diff=485908"/>
		<updated>2018-04-01T13:45:14Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=amphora&lt;br /&gt;
|look=A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.&lt;br /&gt;
|MTag=loimic, mistglass&lt;br /&gt;
|CTag=white&lt;br /&gt;
|type=magic&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=10&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|uses=10&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Sorcery backlash absorber with 2x absorption strength.&lt;br /&gt;
&lt;br /&gt;
Owner&#039;s note: The immediate notable difference between the amphora and the [[item:Lucid crystalline ampoule]] is that the amphora must be held, not worn.  FOCUS Messaging is ambiguous above 5 backlashes, and that it protects against moderate backlash, not minor.&lt;br /&gt;
&lt;br /&gt;
==LOOK==&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is clear and free of impurities. (fully charged)&amp;lt;br/&amp;gt;&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is clear, with only a few errant impurities. (after 2 and 3 infuser stones from 0 charges, so 6 to 9 charges)&amp;lt;br/&amp;gt;&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is blue-black and completely opaque. (Completely drained and &amp;quot;dark&amp;quot; adjective)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|STUDY}}: Recalling what you&#039;ve heard about the mistglass amphora, you believe you could hold it for limited protection against the violent backlashes sometimes produced by sorcerous spellcasting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
The follow messaging is displayed when the amphora reacts to sorcerous backlash:&lt;br /&gt;
* Your mistglass amphora shudders and sways as if buffeted by an invisible wind!  Writhing motes of bluish shadow coalesce around the tiny vessel and are drawn into its liquid depths, leaving the amphora dimmer than it was before.&lt;br /&gt;
&lt;br /&gt;
==Focus==&lt;br /&gt;
Although lacking a definite magical pattern, the liquid sealed within the mistglass amphora seems fairly reactive.&amp;lt;br/&amp;gt;&lt;br /&gt;
An inherent instability in its mana resistance indicates an ability to absorb the chaotic energies released during moderate sorcerous backlashes, as well as dampen the effect of others.&amp;lt;br/&amp;gt;&lt;br /&gt;
You believe the amphora has the capacity to absorb energy from up to five or more backlashes, depending on their severity. (Same when new and after 1 backlash absorption)&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
===Upgrades===&lt;br /&gt;
This mistglass amphora &#039;&#039;&#039;cannot&#039;&#039;&#039; be upgraded with [[Potency crystal|potency crystals]].&lt;br /&gt;
&lt;br /&gt;
===Recharge Info===&lt;br /&gt;
An [[infuser stone]] &#039;&#039;&#039;can&#039;&#039;&#039; be used to remove some of the sorcerous impurities that accumulate within the amphora during use, refreshing its ability to absorb backlashes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to its original lucid state, but some of the infuser stone&#039;s potential will be wasted since the amphora is already fairly clean. (1 backlash absorbed at this time)&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a hazy state. (from completely drained dark state)&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a lucid state. (from hazy, and again at lucid with a second and third infuser stones from 0 charges)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
amphora has the secondary adjective of &amp;quot;dark&amp;quot; when completely drained.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 stone restored 3 charges and the adjective of &amp;quot;hazy&amp;quot;&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Mistglass_amphora&amp;diff=485907</id>
		<title>Item:Mistglass amphora</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Mistglass_amphora&amp;diff=485907"/>
		<updated>2018-04-01T13:44:33Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=amphora&lt;br /&gt;
|look=A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.&lt;br /&gt;
|MTag=loimic, mistglass&lt;br /&gt;
|CTag=white&lt;br /&gt;
|type=magic&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=10&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|uses=10&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Sorcery backlash absorber with 2x absorption strength.&lt;br /&gt;
&lt;br /&gt;
Owner&#039;s note: The immediate notable difference between the amphora and the [[item:Lucid crystalline ampoule]] is that the amphora must be held, not worn.  FOCUS Messaging is ambiguous above 5 backlashes, and that it protects against moderate backlash, not minor.&lt;br /&gt;
&lt;br /&gt;
==LOOK==&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is clear and free of impurities. (fully charged)&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is clear, with only a few errant impurities. (after 2 and 3 infuser stones from 0 charges, so 6 to 9 charges)&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is blue-black and completely opaque. (Completely drained and &amp;quot;dark&amp;quot; adjective)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|STUDY}}: Recalling what you&#039;ve heard about the mistglass amphora, you believe you could hold it for limited protection against the violent backlashes sometimes produced by sorcerous spellcasting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
The follow messaging is displayed when the amphora reacts to sorcerous backlash:&lt;br /&gt;
* Your mistglass amphora shudders and sways as if buffeted by an invisible wind!  Writhing motes of bluish shadow coalesce around the tiny vessel and are drawn into its liquid depths, leaving the amphora dimmer than it was before.&lt;br /&gt;
&lt;br /&gt;
==Focus==&lt;br /&gt;
Although lacking a definite magical pattern, the liquid sealed within the mistglass amphora seems fairly reactive.&amp;lt;br/&amp;gt;&lt;br /&gt;
An inherent instability in its mana resistance indicates an ability to absorb the chaotic energies released during moderate sorcerous backlashes, as well as dampen the effect of others.&amp;lt;br/&amp;gt;&lt;br /&gt;
You believe the amphora has the capacity to absorb energy from up to five or more backlashes, depending on their severity. (Same when new and after 1 backlash absorption)&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
===Upgrades===&lt;br /&gt;
This mistglass amphora &#039;&#039;&#039;cannot&#039;&#039;&#039; be upgraded with [[Potency crystal|potency crystals]].&lt;br /&gt;
&lt;br /&gt;
===Recharge Info===&lt;br /&gt;
An [[infuser stone]] &#039;&#039;&#039;can&#039;&#039;&#039; be used to remove some of the sorcerous impurities that accumulate within the amphora during use, refreshing its ability to absorb backlashes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to its original lucid state, but some of the infuser stone&#039;s potential will be wasted since the amphora is already fairly clean. (1 backlash absorbed at this time)&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a hazy state. (from completely drained dark state)&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a lucid state. (from hazy, and again at lucid with a second and third infuser stones from 0 charges)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
amphora has the secondary adjective of &amp;quot;dark&amp;quot; when completely drained.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 stone restored 3 charges and the adjective of &amp;quot;hazy&amp;quot;&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Slender_phial&amp;diff=485849</id>
		<title>Item:Slender phial</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Slender_phial&amp;diff=485849"/>
		<updated>2018-03-31T13:21:43Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=phial&lt;br /&gt;
|look=Secured upon a series of kau leather armbands, the long, thin glass container is etched with spidery sigils.&lt;br /&gt;
|MTag=kau leather, leather&lt;br /&gt;
|STag=sigil&lt;br /&gt;
|type=jewelry, magic&lt;br /&gt;
|wearloc=upper arm&lt;br /&gt;
|uses=5&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Sorcerous backlash absorber with strong absorb strength (may use up to 4 charges at once). Can clean once every 12 hours to restore charges.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unsure about messaging for activation and charges, but presume it the same as other backlash absorbers (barring nouns).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|STUDY}}: Recalling what you&#039;ve heard about the slender phial, you believe you could hold or WEAR it for limited protection against the violent backlashes sometimes produced by sorcerous spellcasting.  Additionally, you can occasionally CLEAN the phial to restore some of the absorptive capacity lost during the course of normal use.&lt;br /&gt;
&lt;br /&gt;
==Focus==&lt;br /&gt;
Although lacking a definite magical pattern, the liquid sealed within the slender phial seems highly reactive.&amp;lt;br/&amp;gt;&lt;br /&gt;
An inherent instability in its mana resistance indicates an ability to absorb the chaotic energies released during even the most severe sorcerous backlashes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You believe the phial has already absorbed as much backlash energy as it can, though.&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
===Upgrades===&lt;br /&gt;
Use of a [[Potency crystal|potency crystals]] with the phial will reduce the amount of time required between CLEANings.&amp;lt;br/&amp;gt;&lt;br /&gt;
The slender phial can be upgraded 4 times, and it has been upgraded 2 times so far. (possible bug, owner could not apply another stone)&amp;lt;br/&amp;gt;&lt;br /&gt;
The cooldown for CLEANing the slender phial cannot be reduced any further.&lt;br /&gt;
&lt;br /&gt;
===Recharge Info===&lt;br /&gt;
An [[infuser stone]] &#039;&#039;&#039;can&#039;&#039;&#039; be used to remove some of the sorcerous impurities that accumulate within the phial during use, refreshing its ability to absorb backlashes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a hazy state.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Giant_blight_ogre&amp;diff=485142</id>
		<title>Giant blight ogre</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Giant_blight_ogre&amp;diff=485142"/>
		<updated>2018-03-18T11:24:01Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Giant Blight Ogre&lt;br /&gt;
|MinCap=180&lt;br /&gt;
|MaxCap=270&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|135|Dark Burrows (135)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a blighted ogre skin&lt;br /&gt;
|Skin Weight=13&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=120&lt;br /&gt;
|MaxArrangedVal=389 Dokoras&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The blight ogre is big and mean, clearly a cousin of the warm climate ogres.  With red eyes, yellowing tusks, a warty nose and thick, mottled hide the color of old bruises, he certainly isn&#039;t going to win any beauty contests.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
*It is wearing some {{cloot|a|moldy leather armor}}.&lt;br /&gt;
*It is carrying a {{cloot|w|heavy stone mattock bearing a sturdy haft wrapped in blighted silverwillow bark}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updated as of 3.1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*With 40 agility and 40 reflex, could skin, unarranged, and get poor to mid-quality skins with 135 ranks.&lt;br /&gt;
{{Cat|Ogre}}&lt;br /&gt;
&lt;br /&gt;
*201 disarm 39/39/38 agi/ref/disc I get the &amp;quot;precisely at your level&amp;quot; and &amp;quot;minor troubles&amp;quot; messaging. These are slightly easier than geni boxes. Average drop rate on boxes. Low drop rate on gems. Average spawn rate&lt;br /&gt;
&lt;br /&gt;
8/20/14:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Weapons seem to cap around 270.  While backtraining several weapons, started hunting below 180, but often missed.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Agil 36/Refl 36, 318 Skinning, can fully arrange and get perfect skins every time.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Agil 36/Refl 36/Disc 50, 314 Locksmithing, get &amp;quot;laughable matter&amp;quot; and &amp;quot;can take down anytime&amp;quot; messaging.  Can disarm quick about 98% without blowing traps.&lt;br /&gt;
&lt;br /&gt;
*Stealth slows to a crawl ~250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3/18/18:&amp;lt;br /&amp;gt;&lt;br /&gt;
Caps are much lower now.  214 TM, 242 and 223 Weapon did not get off clear.  236-244 armor/evasion skills did not get of 1/34, 249 Parry did not get off clear engaged against 2.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=485111</id>
		<title>Trader gem selling bonus</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=485111"/>
		<updated>2018-03-13T14:19:51Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trader]] bonus is used to increase the coin gained from when the Trader personally sells gems or skins, whether individually or in open, closed, or tied gem pouches or bundles.  This bonus is based upon a Trader&#039;s [[Charisma]], as well as their [[Trading]] and [[Appraisal]] skill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When a Trader unlocks the ability depends on that stat and skills, there&#039;s no set or minimum circle.  However, it will generally be about 15th circle.  The exact formulas are below.&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
&lt;br /&gt;
1.  When a Player Character attempts to sell a gem or skin to an NPC buyer, the base appraisal value (as seen with an accurate and precise appraisal) is the starting base value of the item.&lt;br /&gt;
&lt;br /&gt;
2.  The character&#039;s Trading Bonus modifies this, by adding a percentage multiplier to the base value.  Non-Traders have a 0% Trading bonus and don&#039;t ever change.  Traders have an inherent bonus that raises their base setting higher than 0%.&lt;br /&gt;
&lt;br /&gt;
3.  This is then further modified by a random +/- 10% in discrete 1% increments (accurate to at least 2 decimal places, such as 122.00xxxx%), easily confirmable with single gems/hides, tied/lumpy bundles, or tied gem pouches.  However, in untied gem pouches, EACH gem gets a separate offer, so the % bonus is not a clean discreet percentage.  But it can still be useful for making a rough guess to a Trader&#039;s bonus with little work of finding the precise bonus level, particularly if the gems are of fairly uniform value, as an untied gem pouch is 70 offerings rolled into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an example, presume a hypothetical tied gem pouch worth precisely 100,000 kronar (10 plat kronar) when appraised certainly and exactly.  When a non-Trader has an NPC gembuyer make an offer on it, they will see a range from 90-110% of the appraisal.  That is, offers from 90000 to 110000 kronar, in increments of 1000 kronar (9 plat, 9.1 plat, etc., up to 11 plat).&lt;br /&gt;
&lt;br /&gt;
According to the &amp;lt;s&amp;gt;table of data&amp;lt;/s&amp;gt; formulas below, a 71st Circle Trader with 60 Charisma, 394 Trading, and 331 Appraisal has a bonus of 40%, and a bonus of 50% when under the effects of Finesse bonus.  This Trader, with the same pouch, would see offers ranging from 13 to 15 plat in 1000 kronar increments (30% to 50%).  If that Trader uses Finesse when selling, the offers can range from 14 plat to as high as 16 plat. (+/- 10% from a 50% base)&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
The formula for the Trader bonus for selling is known to be a complicated function, the exact formulas of which has been determined.&lt;br /&gt;
&lt;br /&gt;
It is what is known as a piecewise linear function, where the function changes over the domain, and each piece is a straight line.  That, plus the random modifier, made it difficult to pin down a precise formula.&lt;br /&gt;
&lt;br /&gt;
The player of [[Naniaki]] collected data over a period of years using 7-8 Trader alts (All but 2 below 40th), plus help from the player of Navesi (Aside from a good bit of more data, Navesi&#039;s experiences gave the realization that Naniaki&#039;s running assumptions at the time had to be wrong for grossly misfitting his own data, which gave the impetus for more research) and some others.  It also helped to use Charisma reset potions a few times to get data over a wide range of Charisma value with little change, or to go back for specific points.&lt;br /&gt;
&lt;br /&gt;
Tables were constructed in Open Office Calc and formulas reverse-engineered to fit known data, with refinements as new data was obtained.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Primary Formula===&lt;br /&gt;
The primary formula, or the domain for the piece-wise function, is current/modified charisma times the sum of Trading and Appraisal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Current Charisma*(Trading+Appraisal) = X.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This X is to be plugged into the piecewise functions.  Y is the resulting bonus, before Spec Finesse modifier (covered below).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Piece-wise Formulas===&lt;br /&gt;
The first formula is for X equal to or less than 2100.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = (X/210)&amp;lt;/b&amp;gt;, rounded down.&amp;lt;br&amp;gt;This goes on from 0% to 10% bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second step is for X greater than 2100 but equal to or less than 8400.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = (X/350)+1&amp;lt;/b&amp;gt;, rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
This formula results in a bonus ranging from 7% to 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
By the formulas, it is possible to drop from the 10% to 7% as you move from the first step to the second step, and it does indeed happen, although the certainly apprentice Trader likely doesn&#039;t realize it happens because of a combination of the random modifier and lacking the skills to get certain appraisals of the object in question.  It was quite a shock when first recorded.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The third formula covers all possibilities of X greater than 8400.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Y = ((X+444)/2211)+21&amp;lt;/b&amp;gt;, rounded down&amp;lt;br&amp;gt;&lt;br /&gt;
This covers a range from 25% to at least 50%, and perhaps beyond if not for caps.&amp;lt;br&amp;gt;&lt;br /&gt;
Actually, it is still not known PRECISELY, but the slope or divisor (2211) is correct.  The adjusting value (the 444) was chosen as it provides an intercept of the second formula at 8400 and is the center possibility of 5.  It is accurate to within 2 points.  It could be as low as 446 or as high as 442 and still fit all known data.  It&#039;s very hard to find practical combinations of Charisma, Trading, and Appraisal that can eliminate the uncertainty, there&#039;s few specific possibilities to try for, and would require hours of additional training and possibly respecing Charisma.  Furthermore, the inherent error is relatively small.  Therefore, this author feels it is not worthwhile to eliminate the small uncertainty.  Others might be closer to those points and wish to try for them.&lt;br /&gt;
&lt;br /&gt;
===(Speculate) Finesse===&lt;br /&gt;
Finesse is composed of two parts:&amp;lt;br&amp;gt;&lt;br /&gt;
1.  a Charisma bonus that is used in the primary formula.&amp;lt;br&amp;gt;&lt;br /&gt;
2.  A direct bonus added to Y, of Circle/10, rounded down.&lt;br /&gt;
&lt;br /&gt;
=== Formula Calculation Example ===&lt;br /&gt;
&lt;br /&gt;
Assume a 40th Trader of 40 Charisma, 200 Trading and 160 Appraisal.  This would be an X of 40*(200+160), or 14,440.  Plug 14,440 into the step function of ((14,440-444)/2211)+21, and get 6.33+21, or 27% when rounded down.  They will see offers randing from 17% to 37%.&lt;br /&gt;
&lt;br /&gt;
If using Spec Finesse, let&#039;s hypothesize the modified Charisma is 40+8, so it would be 48*(200+160), or 17,280.  The results of the step function would be 7.61+21, or 28% when rounded down.  However, the Trader adds 4% directly to the bonus for being 40th Circle, and so the final bonus is 32%.  Whatever they&#039;re having an NPC make an offer on, it can range from 22% to 42%.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Information===&lt;br /&gt;
&lt;br /&gt;
Gem pouches can start to be sold at X = 2100 or higher.  For most Traders, this is probably basically 20 Charisma and a total of 105 ranks between Trading and Appraisal.&amp;lt;br&amp;gt;&lt;br /&gt;
Below this, the Trader gets told they don&#039;t have enough standing to sell gems in bulk.  Doesn&#039;t affect bundles of course, since anyone can sell those, and Traders just get the extra income.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
NPC buyers subject a flat cap of 60% to selling, no matter how high the bonus may be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Trader bonus itself appears to be capped at 50%.  However, the direct bonus from Speculate Finesse bypasses this cap.&amp;lt;br&amp;gt;&lt;br /&gt;
For illustration, Naniaki has been seeing 40%-60% standard offers for almost 6 years despite ever increasing Trading and Appraisal ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
However, when using Finesse, he NEVER sees an offer below 56% (currently 165th circle).&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, he&#039;s at an apparent 50% cap under normal circumstance, but under Finesse conditions he&#039;s effectively getting 50%+16%=66%+/-10%, which yields 56% to the 60% cutoff.&lt;br /&gt;
&lt;br /&gt;
== Tables ==&lt;br /&gt;
&lt;br /&gt;
While no longer necessary, these are included for completeness.  contact Naniaki if you want a copy of the Calc worksheets with all the hard data, formulas, and notes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus&lt;br /&gt;
! Known Minimum Points&lt;br /&gt;
! Known Maximum Points&lt;br /&gt;
! Error (Min-previous Max)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 210&lt;br /&gt;
| 418&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 420&lt;br /&gt;
| 629&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 630&lt;br /&gt;
| 830&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 840&lt;br /&gt;
| 1040&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1060&lt;br /&gt;
| 1240&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1260&lt;br /&gt;
| 1460&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 1470&lt;br /&gt;
| 1659&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 1680&lt;br /&gt;
| 1880&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 1890&lt;br /&gt;
| 2079&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2100&lt;br /&gt;
| &lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus&lt;br /&gt;
! Known Minimum Points&lt;br /&gt;
! Known Maximum Points&lt;br /&gt;
! Error (Min-previous Max)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2101&lt;br /&gt;
| 2449&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 2450&lt;br /&gt;
| 2794&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2800&lt;br /&gt;
| 3146&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3150&lt;br /&gt;
| 3475&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 3510&lt;br /&gt;
| 3753&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 3850&lt;br /&gt;
| 4158&lt;br /&gt;
| 97&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 4200&lt;br /&gt;
| 4536&lt;br /&gt;
| 42&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4550&lt;br /&gt;
| 4899&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 4900&lt;br /&gt;
| 5075&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 5250&lt;br /&gt;
| 5425&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5600&lt;br /&gt;
| 5775&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5950&lt;br /&gt;
| 6125&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 6300&lt;br /&gt;
| 6475&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6650&lt;br /&gt;
| 6825&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| 7000&lt;br /&gt;
| 7320&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| 7350&lt;br /&gt;
| 7945&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 8022&lt;br /&gt;
| 8041&lt;br /&gt;
| 77&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 8066&lt;br /&gt;
| 8399&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 8400&lt;br /&gt;
| 10582&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| 10619&lt;br /&gt;
| 12789&lt;br /&gt;
| 37&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| 13356&lt;br /&gt;
| 15028&lt;br /&gt;
| 567&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| 15062&lt;br /&gt;
| 17238&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| 17306&lt;br /&gt;
| 19448&lt;br /&gt;
| 68&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 19480&lt;br /&gt;
| 21201&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| 21774&lt;br /&gt;
| 23875&lt;br /&gt;
| 573&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| 23900&lt;br /&gt;
| 25893&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| 26352&lt;br /&gt;
| 28077&lt;br /&gt;
| 459&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| 28304&lt;br /&gt;
| 30369&lt;br /&gt;
| 227&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| 30688&lt;br /&gt;
| 32606&lt;br /&gt;
| 319&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| 32850&lt;br /&gt;
| 34524&lt;br /&gt;
| 244&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| 35055&lt;br /&gt;
| 37140&lt;br /&gt;
| 531&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| 37170&lt;br /&gt;
| 39300&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| 39360&lt;br /&gt;
| 41548&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 41580&lt;br /&gt;
| 43757&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| 43778&lt;br /&gt;
| 45780&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| 46013&lt;br /&gt;
| 48060&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| 48909&lt;br /&gt;
| 50160&lt;br /&gt;
| 849&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| 50827&lt;br /&gt;
| 51940&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 52920&lt;br /&gt;
| 54824&lt;br /&gt;
| 980&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| 54880&lt;br /&gt;
| 56840&lt;br /&gt;
| 56&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| 57240&lt;br /&gt;
| 58800&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| 59280&lt;br /&gt;
| 60600&lt;br /&gt;
| 480&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| 61620&lt;br /&gt;
| 62975&lt;br /&gt;
| 1020&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 63840&lt;br /&gt;
| &lt;br /&gt;
| 865&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Noumena&amp;diff=484700</id>
		<title>Noumena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Noumena&amp;diff=484700"/>
		<updated>2018-02-19T00:46:40Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=nou&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|spellbook=Noematics&lt;br /&gt;
|prereqs=2nd Circle&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=Noumena refers to an esoteric philosophy which posits that reality can never be directly perceived.  The spell itself grants the magician both an innate sense of the movement of the stars and a change in mental disposition very much akin to that belief.  Practically, the spell allows a Trader to draw down the power of the stars even when they are obscured by by clouds or, with enough potency, daylight itself.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Allows Starlight Aura regeneration under cloud cover or in daylight&lt;br /&gt;
|messaging=The spell imbues you with an artifical sense of revelation.  The world around you seems somehow both more and less real at the same time, trapped behind an unbreachable wall of perception.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You gesture.&lt;br /&gt;
Your cambrinth armband emits a loud *snap* as it discharges all its power to aid your spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Your nestled armband emits a loud *snap* as it discharges as much power as necessary, leaving a fair amount left for future use.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell imbues you with an artificial sense of revelation.  The world around you seems somehow both more and less real at the same time, trapped behind an unbreachable wall of perception. (normal CAST messaging)&amp;lt;br&amp;gt;&lt;br /&gt;
The Sun also fails to hide the cold reality of the stars.  The truth of the Heavens still flows, and so your aura is enriched. (Cast during daytime, 50%+ Potency)&amp;lt;br&amp;gt;&lt;br /&gt;
You strain for deeper revelation, to call down true starlight through the veil of the Sun, yet it eludes you.  Perhaps you have not yet achieved true understanding.  Perhaps there is a reality to perception.  You may never know. (Cast during daytime, 100% Potency Easter Egg)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starlight_Aura&amp;diff=484666</id>
		<title>Starlight Aura</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starlight_Aura&amp;diff=484666"/>
		<updated>2018-02-14T14:38:33Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: Noticed faint aura level by about 212 ranks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Three things to note about the aura.&lt;br /&gt;
&lt;br /&gt;
1) Its capacity is directly related to your Lunar Magic and scales pretty high. The floor of the system is at 20 ranks of Lunar Magic (below that you&#039;re just given the value of 20 ranks as a courtesy). Your aura will have double its original capacity by 40 ranks, and it will continue to grow until you hit 1000 ranks.&lt;br /&gt;
&lt;br /&gt;
2) Its regen is directly related to your Wisdom and each and every point in Wisdom contributes to the size of your regen pulse. It will double from its default (assuming a 0-mod race) at around 40 Wisdom and continue to grow in perpetuity (though there&#039;s a practical limit to how much you&#039;ll want to invest into Wisdom).&lt;br /&gt;
&lt;br /&gt;
3) Most aura costs are related to the mana you&#039;re putting into the spell. It costs more aura to power a 4-mana spell than a 2-mana spell.&lt;br /&gt;
&lt;br /&gt;
So, when you&#039;re drawing on your aura in the early stages of your magic you want to be careful about how much mana you put in. Bearing in mind that early in a Trader&#039;s life (and for every Trader during this preview) they have free access to Analogous Patterns spells that cover every skill except Utility, which can be covered by Noumena at 2nd circle.&lt;br /&gt;
&lt;br /&gt;
As your skills and stats increase, the aura&#039;s limits loosen up considerably and casting more powerfully and repeatedly under adverse conditions will become possible. By the time you lose access to the AP spells you should have enough Lunar Magic to notice a substantial improvement over Noobler&#039;s First Aura.&lt;br /&gt;
&lt;br /&gt;
Levels:&lt;br /&gt;
#The smallest hint of starlight flickers within your aura.&lt;br /&gt;
#A bare flicker of starlight plays within your aura.&lt;br /&gt;
#A faint amount of starlight illuminates your aura.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Mistglass_amphora&amp;diff=482712</id>
		<title>Item:Mistglass amphora</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Mistglass_amphora&amp;diff=482712"/>
		<updated>2017-12-30T09:02:14Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=amphora&lt;br /&gt;
|look=A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.&lt;br /&gt;
|MTag=loimic, mistglass&lt;br /&gt;
|CTag=white&lt;br /&gt;
|type=magic&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=10&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|uses=10&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Sorcery backlash absorber with 2x absorption strength.&lt;br /&gt;
&lt;br /&gt;
Owner&#039;s note: The immediate notable difference between the amphora and the [[item:Lucid crystalline ampoule]] is that the amphora must be held, not worn.  FOCUS Messaging is ambiguous above 5 backlashes, and that it protects against moderate backlash, not minor.&lt;br /&gt;
&lt;br /&gt;
==LOOK==&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is blue-black and completely opaque. (Completely drained and &amp;quot;dark&amp;quot; adjective)&lt;br /&gt;
&lt;br /&gt;
A loimic spike is fused into the small amphora&#039;s neck, permanently sealing the shapely white vessel.  The liquid sealed inside the mistglass amphora is clear, with only a few errant impurities. (after 2 and 3 infuser stones from 0 charges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|STUDY}}: Recalling what you&#039;ve heard about the mistglass amphora, you believe you could hold it for limited protection against the violent backlashes sometimes produced by sorcerous spellcasting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
The follow messaging is displayed when the amphora reacts to sorcerous backlash:&lt;br /&gt;
* Your mistglass amphora shudders and sways as if buffeted by an invisible wind!  Writhing motes of bluish shadow coalesce around the tiny vessel and are drawn into its liquid depths, leaving the amphora dimmer than it was before.&lt;br /&gt;
&lt;br /&gt;
==Focus==&lt;br /&gt;
Although lacking a definite magical pattern, the liquid sealed within the mistglass amphora seems fairly reactive.&amp;lt;br/&amp;gt;&lt;br /&gt;
An inherent instability in its mana resistance indicates an ability to absorb the chaotic energies released during moderate sorcerous backlashes, as well as dampen the effect of others.&amp;lt;br/&amp;gt;&lt;br /&gt;
You believe the amphora has the capacity to absorb energy from up to five or more backlashes, depending on their severity. (Same when new and after 1 backlash absorption)&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
===Upgrades===&lt;br /&gt;
This mistglass amphora &#039;&#039;&#039;cannot&#039;&#039;&#039; be upgraded with [[Potency crystal|potency crystals]].&lt;br /&gt;
&lt;br /&gt;
===Recharge Info===&lt;br /&gt;
An [[infuser stone]] &#039;&#039;&#039;can&#039;&#039;&#039; be used to remove some of the sorcerous impurities that accumulate within the amphora during use, refreshing its ability to absorb backlashes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to its original lucid state, but some of the infuser stone&#039;s potential will be wasted since the amphora is already fairly clean. (1 backlash absorbed at this time)&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a hazy state. (from completely drained dark state)&amp;lt;br/&amp;gt;&lt;br /&gt;
You could apply an infuser stone to restore it to a lucid state. (from hazy, and again at lucid with 2 and 3 infuser stones from 0 charges)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
amphora has the secondary adjective of &amp;quot;dark&amp;quot; when completely drained.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 stone restored 3 charges and the adjective of &amp;quot;hazy&amp;quot;&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Finesse&amp;diff=482589</id>
		<title>Finesse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Finesse&amp;diff=482589"/>
		<updated>2017-12-26T17:02:17Z</updated>

		<summary type="html">&lt;p&gt;SCHULTZS3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=fin&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|spellbook=Noematics&lt;br /&gt;
|prereqs=[[Noumena]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Finesse enhances its target&#039;s situational awareness, allowing those under the spell&#039;s effects to act with greater agility and charisma.  Traders in particular will find their professional expertise complemented when attempting to present a polished outward appearance.&lt;br /&gt;
|buffs=Charisma (stat), Agility (stat), Trader Bonus&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
This is a non-battle spell that can be cast on a single target.  Non-battle spells have significantly longer preparation times than battle spells.  It can be cast without a target.  It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it.  To begin to be able to cast this spell, you will need to reach the rank of a promising novice.  By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster.  It requires the Augmentation skill to cast effectively.  Before you can learn this spell, you must know Noumena.  It will also cost two spell slots.&lt;/div&gt;</summary>
		<author><name>SCHULTZS3</name></author>
	</entry>
</feed>